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August 28th, 2006, 16:16 Posted By: wraggster
Sektor has released a new app for the Lik Sang coding Contest, heres the details:
It's a LUA script that displays "You might be a redneck if" messages. Nuff sed!
- Sektor
- GTAMP.com/PSP
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August 28th, 2006, 16:11 Posted By: wraggster
Spiderjames has released a new LUA game for the Lik Sang Coding Contest, heres what he posted about the game:
Known Issues.
-AI Doesnt work, didnt have time to implement it.
-Sound doesn't work.
-can sometimes be a bit buggy
Other than that, it can be an exciting 2 player game.
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August 28th, 2006, 16:07 Posted By: wraggster
pspsalv2 has posted a new Lua game in the Lik Sang Coding Contest, heres what he posted:
Well this my first lua game and it hopefully wont be the last cause i just got started!
So basically the object of the game is to try to dodge the bullets of your "evil" twin is shooting at you otherwise you lose health duh! so in that case you make your way to the other side of the screen and kill him with you attack. Very simple.
Have Fun!
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August 28th, 2006, 16:04 Posted By: wraggster
Gambiting has released a Snake game as an entry into the Lik Sang coding Contest.
Heres the release details:
Ok,so PSPSnake is an old,good snake game,but with
a few special things that make it more playable than original one.Here we have three modes:
-Classic(the same as original one)
-Arcade(You can reduce snake's lenght,and you can use thing called
snake's motion to slow it's movements,and to escape difficult situations)
-Extreme(The same as classic,but snake's lenght increases
constantly(all the time),so it's much more difficult)
Every mode has diffrent difficulty(arcade - easy,classic - medium,extreme - hard)
so in every mode you gain diffrent points for food(arcade - 6p,classic-9p,extreme-12)
All scores(best ones,and last ones) are saved,and are accesible via highscore menu.
In options menu,you can adjust music,and sound effects ON/OFF.
Hope you enjoy it!!!!
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August 28th, 2006, 15:55 Posted By: wraggster
Cools has released a new game for the Lik Sang Coding Comp, heres the info:
This is just an "alpha" of my upcommming game Drag. I was planning to get Drag in for the compitition, but was held up in other thing...(vacation!). This is the engine of the game, with some cars put in. It's all based on real car physics, so its almost as real as it can get. It uses sysext, by be2003, which is included in the 1.5 zip (modules cant be loaded on 2.xx). Major thanks to Bryan
Spence for letting me use his car graphics (there will be more cars in the final!).
How to Play:
X - Accelerate, when X is not being pressed the car will decellerate.
Triangle - Brake, which isnt truly needed but is there.
R - Increase Gear, when the bar turns green press R
L - Decrease Gear, if you ever increase the gear to early you can go down
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August 28th, 2006, 15:48 Posted By: wraggster
Glynnder has released a new version of a modified version of Lua Player with his Interface Lua Built in for the Lik Sang Coding Contest.
Heres whats featured:
Features:
I'm not sure about this apps feature list, it is massive, and I have lost track of many of them, oops lol! Here are some of them, but i you dont like these/want more then just use it, im sure you'll love it!
Full browser of files on memory stick
High Customisability throughout
Home page
Lua File execution
Image viewer (png & jpeg)- will work on adding bmp support soon
GamePic (like icon0)*
LibBase*
Favorite homebrew execution
IrFS- Not completed, will not be for a while.
Settings screen/menu
USB Connection throughout
Its GUI
A lot more already done, and even more planned...
* Please read below to find out about LibBase & GamePic
LibBase
This is one massive, yet tiny feature. All lib's are added to LibBase so now there is no need to include the lib's in your files. However, if you do this will pose no problem. This helps with a few things including RAM saving and ROM saving.
GamePic
This is what I believe is a super feature, it works like
icon0 in EBOOTs. You can see in the game menu how it loads pictures for all the app's, well any image that is a png, saved as "displaypic.png" will load there. The resolution shown is 198x98, however smaller is OK and larger will just be cropped to that size onscreen.
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August 28th, 2006, 15:35 Posted By: wraggster
Youresam has released a LUA racing game as an entry in the Lik Sang Coding Contest, heres what the readme says:
Wedge Racer is a racing game. You drive a small wedge-shaped ship around tracks against either the computer, or with someone over WiFi.The objective is simple: To win.
[Single Player]
When you enter single player mode, you must choose a ship to race with, and a track to race on. On ship selection, press X to confirm, triangle to cancel, left/right to switch, and analog stick to rotate. Track selection is the same, except you cannot rotate the tracks. While in the game, use X to accelerate, square to brake, analog/DPAD to
steer, and START to pause. The computers ship is black with a random color stripe.
[NetPlay]
Netplay lets you play Wedge Racer against someone over the internet. To play in netplay mode, you must have a working network connection.Simply choose your ship, choose your connection (if you have only 1, it automatically uses it), and wait for someone to join you. While in-game, if you are recieving data from the other player, you will see the text "RECV" in green on the bottom-right of the screen. To change your name, edit Options.txt with your name. If you ever need to
change the IP Address that netlib connects with, simply edit it here.(You shouldnt need to) NOTE TO CHEATERS: As seen in SBA, cheating was a HUGE problem. I have colpiled the online file so you cannot cheat.
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August 28th, 2006, 15:08 Posted By: wraggster
Lonely Planet and Sony have launched a series of intereactive guides that are for the PSP, the guides cover 6 of the best citys in Europe, each guide also has 250 reviews of the hottest things to do in each location.
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August 28th, 2006, 15:01 Posted By: wraggster

News Via IGN:
Codemasters has announced that its classic war-torn tactical combat game Cannon Fodder is set for resurrection on PSP in Spring 2007.
Promising all the hilarity and, er, death of the 16-bit original, Cannon Fodder on PSP sees players controlling their troop of grizzled soldiers, both individually and as a group, across a huge range of on-foot and vehicle based missions. As always, the aim is to create as much wanton destruction as is humanly possible.
All this story needs is a 'helmet' joke and we're done.
Sporting a brand new - if unmistakably Cannon Fodder - visual style, Codemasters' is sinking a wealth of new features into the classic combat mix. Announced so far is the ability to call in air strikes and perform radar sweeps, alongside a bulging arsenal of new weapons, including flamethrowers and sniper rifles.
What's more, your movements on the battlefield will be reported live by the new FTV channel, offering a better view of the action. Cannon Fodder PSP will also offer four-player link play with deathmatch and co-op modes.
We'll have more on Cannon Fodder PSP as it scrambles out of the trenches.
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August 28th, 2006, 12:19 Posted By: SmashinGit
Botrops has released a new version of his excellent Sega Master System and Game Gear emulator for the PSP, Here's whats new:
Improved render and video routines
Two added sound filters: interpolation and reverb
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August 28th, 2006, 10:36 Posted By: motz
An interesting article has appeared on BBC News. Apparently, the PS3 is so powerful, it will be used for medical studies!
The spare processing power of Sony's PlayStation 3 (PS3) will be harnessed by scientists trying to understand the cause of diseases like Alzheimer's.
Sony has teamed up with US biologists who already run the distributed computing project, folding@home (FAH).
The project harnesses the capacity of thousands of PCs to examine how the shape of proteins, critical to most biological functions, affect disease.
FAH say a network of PS3's will allow performance similar to supercomputers.
With 10,000 machines joined together the researchers calculate they should be able to do a thousand trillion calculations per second.
If that was achieved it would be nearly four times as fast as the world's most powerful supercomputer, IBM's BlueGene/L System, capable of 280.6 trillion calculations per second. The PS3 cell specs are as follows:
- 256 billion calculations per second
- 2.5MB of on-chip memory
- Able to shuttle data to and from off-chip memory at speeds up to 100 gigabytes per second,
- 234 million transistors
More via BBC
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August 28th, 2006, 09:47 Posted By: motz
Crait from our forums has demonstrated something rather interesting related to the possibility of a PSP Keyboard.
Many of you may remember that Logic3 had planned to release a keyboard but due to lack of information Sony were willing to give them, it was later cancelled.
Here is what crait has to say about this:
hey all, im working on this thing that lets me control my psp with a keyboard, and i might encorporate it into my game, but as of now, i dont have a usb keyboard
but i put some dl files that converts keyboard input into psp input, but as of now they dont work, and im not sure if they will work or not With some luck (and a little coding ), this little piece of hardware may bring PSP users a keyboard!
Original Thread
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August 28th, 2006, 03:07 Posted By: SamuraiX

By SamuraiX
New Official Release of the fighting game Beats of Rage which is also known as OpenBor. Heres whats new:
New Features Created By SamuraiX:
New variables are used in levels.txt
completebg 1 Shows complete.gif for stage complete.
pscore x,y,x,y,x,y This controls placement for players name, dash, score.
p1namej x,y & p2namej x,y This controls placement for Select Hero, Name Text, continue, credits and gameover when joining in game.
scomplete x,y,x,y,x,y This controls placement for Stage, #, Complete.
cbonus x,y,x,y,x,y This controls placement for Clear Bonus, #, #.
lbonus x,y,x,y,x,y This controls placement for Life Bonus, #, #.
tscore x,y,x,y,x,y This controls placement for Total Score, #, #.
I've implemented Hardware Acceleration on the SDL Version. So things should look better and smoother in full screen mode.
Removed times completed from settings.sav! Since we support it also in the game saves there was no need to have in settings.sav. This way people can't cheat with other mods. Alot of BUG FIXES from v48!!!!
And I've finally implemented GPU support on the PSP. Mods that ran at 40 fps now run at 150+ fps! depending on the mod of course. But none the less the speed increase is Great!
Big thanks to Jim at pspdev.org for his sugguestions on how to handle data using the GPU! Thank You Jim!
New Features Created By Fugue:
Here are explanations of the new features, and how to use them. As always, if anyone has any ideas or suggestions, please let me know so I can work on them.
Vaulting:
Thanks goes to CGRemakes for helping fix this feature.
Here's how it works: Give all your grabbable enemies a height value. Give a player a non-looping VAULT animation. Instead of putting the offset point at the player's feet, put it at the location you want the player to rotate around. For instance, if you want the player to grab the enemy's shoulders and flip over them, put it where the player's hands are. Also, add a blank frame (one without any graphics in it) with a delay of 1 before the VAULT animation begins.
Now, start up the game and go grab someone. Press jump. The player will play their vault animation, and their offset will be centered on the enemy, at their head level. Once the animation is finished, the player will turn around.
I can see why people have wanted it added. As useless as it seems to flip over someone's head midgrab, it sure is a heck of a lot of fun.
At the moment, all it does is put you behind the opponent. However, adding new moves which are used from the back shouldn't be too hard to do.
The blank frame with a delay of 1 is just there to take care of a bug that we've been unable to fix so far. It's really hard to see the blank frame, even when you look for it, so it shouldn't be a problem.
One more thing- for now, don't try vaulting when next to a wall. Currently, it'll just put the player inside the wall. This will be fixed later.
New attack types:
There are three new attack types: attack2, attack3, and attack4. They work just like shock, burn, and attack. The only difference is that they don't change to the last frame of the normal FALL animation when their FALL animation is finished (shock and burn both do this). These also have custom PAIN, FALL, and DEATH animations, naturally (PAIN2, FALL2, DEATH2, PAIN3, FALL3, etc.).
Attack chains:
You can now pretty much set up your basic attack string in any order you want. If you use the new atchain command, you can specify up to five attacks (Although there are only 4 ATTACK animations right now, more could be added very easily). Just give it five numbers in order. 0 means don't use any attack (i.e. end the attack string), 1 means ATTACK1, 2 means ATTACK2, and I think you can guess the rest.
If you use this, you should fill any unused steps in the combo with 0 (i.e. a 3-hit combo should be something like
atchain 1 2 3 0 0
), although it isn't neccessary.
Enemies can also use ATTACK4 just ATTACK1, ATTACK2, and ATTACK3. Just give it a range.
Unless you're using the new CHARGEATTACK animation, the last attack in a player's attack chain will be used if players hold attack for 3 seconds and let go (even if the last attack isn't ATTACK3).
New jumping animations:
Two new midair animations, JUMPCANT and JUMPSPECIAL.
If you assign an MP cost to a Jumping attack, and attempt to use the attack without enough energy, the JUMPCANT animation will play (If it's there, otherwise, nothing will happen). If the player does have a JUMPCANT animation, they will also start falling, as if they had 'tripped' in midair.
If you press the Special button in midair, you will perform your JUMPSPECIAL (You can also call it SPECIAL3, the engine will read either one). Don't set this to loop. While playing your JUMPSPECIAL animation, your player will not fall down- they hover in midair. They'll still move around if you use move commands, but until the animation ends they will disobey the laws of gravity.
BURNDIE/SHOCKDIE:
You can now have seperate death animations for burning and shocking. They're called "SDIE" and "BDIE."
Charging:
There's now a CHARGE animation. To use it, hold special and press and hold jump (Or press and hold both at the same time). As long as the buttons are held, the player will play their CHARGE animation over and over again, and will quickly recover MP at a specified rate. The recovery increases MP 4 times more often than the normal time-based MP recovery. You can specify the specific rate using the new chargerate command (You can define it seperately for each character. The default is 2).
Oh, by the way, Players can't charge if there are no enemies present. Otherwise they could just max out their energy before every encounter.
BACKWALK:
You can now give enemies a BACKWALK animation. If they have it, they will play it when walking backwards instead of just playing their WALK animation in reverse.
If an enemy is on a different 'z' than the player they're facing, and walk behind the player, they will NOT switch to this animation. They will continue to play their normal WALK animation.
SLEEP:
You can give players a SLEEP animation which will play if the player does not move at all for a while. If set not to loop, players will return to their IDLE animation when it finishes. If you use a FAINT animation as well, this is overridden by FAINT if players are low on life. How long a player will wait before playing this animation is set by the new 'sleepwait' command which can be set seperately for each player. The default is 1000. If you want to get an idea of how long that is in real time, MP will refill under 'typemp 2' every 200.
CHARGEATTACK:
If this animation is present, players will use it instead of the last attack in their atchain when they hold down attack for three seconds and let go.
flipframe:
This is specified exactly like jumpframe, except you use the word 'flipframe' instead, and you only pass in the frame number. When the specified frame is reached, the entity will turn to face the opposite direction automatically. Management is not responsible for damages caused by putting this command in silly places like the WALK animation.
nopain:
Works just like nodrop and nograb. An enemy with this flag will not play any of their PAIN animations when hit- they won't even slow down (unless you're using a hitpause, in which case it doesn't really matter since you slow down as well). This is independant of nodrop and nograb, so you can have any combination of either, neither, or all three set. Try to remember that an enemy with all three of those features will be nearly unstoppable once they begin attacking.
credit:
This can go in an entity's .txt file or in a level spawn. When given to an item, that item will give the player(s) an extra credit when picked up. Like all other item bonuses, only one can be given to an item at a time.
escapehits:
This is for enemies and can be set on a per-enemy basis. All you need to give it is a number. If an enemy is hit this many times in a row without being knocked down or having a chance to counterattack, they will automatically perform their SPECIAL2 animation to counterattack. That'll teach players to spam the first three hits of a combo.
The count will be reset whenever the enemy uses any animation but IDLE, FAINT, or any of the PAIN animations, even if that animation doesn't complete.
mprate:
This affects both methods of MP recovery (by time and by hitting enemies). If typemp is set to 1, this is the amount of MP players will recover on a hit (defaults to 1). If typemp is 2, this is the amount of MP players will recover on regular intervals (defaults to 2). You can give this to each player individually.
itemtrans:
Makes dropped items transparent. This belongs in level spawns. You can use any of the new transparency types.
mpbarsize:
This works exactly like lifebarsize. It just affects the MP bar instead.
p1mp/p2mp:
These commands work like p1life and p2life, except with the MP bar.
trans/alpha:
Setting it to 1 still gives alpha transparency like before, but now you can also use 5 other kinds of transparency! Here they are:
2: The entity will use negative alpha transparency (the darker colors are stronger, like shadows).
3: The entity will overlay transparency. It's described in the engine as being a combination of alpha and negative alpha, and the formula is "bg<128 ? multiply(bg*2,fg) : screen((bg-128)*2,fg)". Try it for youself.
4: The entity will use hardlight transparency. Seems to be the opposite of overlay. The formula is "fg<128 ? multiply(fg*2,bg) : screen((fg-128)*2,bg)".
5: The entity uses dodge transparency. Described in the code as being "Very nice for a colourful boost of light."
6: The entity will use 50% transparency. The entire entity will be 50% transparent: every pixel will be averaged with the pixel right behind it.
Of course, I didn't code these myself. I found the last four transparency types listed, but not used, in one of the support files. So I don't know too much about them, except that they work.
Something else I've noticed probably worth mentioning: remapped entities CANNOT use transparency. In other words, if an entity is displayed in a remap pallete, it WILL NOT use it's alpha setting. This is a limitation of the actual engine, as there are seperate sprite-displaying functions for remapped entities and transparent entities (And only one can be used to display a single entity). Although I'd guess it could be worked around, I don't have any idea where to even start looking.
These go in MODELS.txt:
lifescore/credscore:
lifescore is how many points players must earn to get a 1-up. credscore is how many points are needed for a continue. Set either to 0 to prevent players from getting 1-ups or credits from points.
blockratio:
If this is set, blocking will not completely nullify damage. Entities will still take one fourth of the original damage.
mpblock:
If set, damage taken while guarding is removed from the MP bar instead of the Health bar. If players run out of MP, it's taken from the health bar instead. This obviously doesn't affect enemies, and it doesn't do anything if blockratio isn't set either.
nochipdeath:
Also needs blockratio. With this on, entities can't die from chip damage (damage taken while blocking). They can be reduced to 1 health, but they won't die as long as they succesfully block the attack.
noaircancel:
You may have noticed that, while you're in air, you can interrupt any move by simply using another attack. For instance, you can press attack, then quickly press down+attack and skip any remaining frames in the normal JUMPATTACK animation.
If noaircancel is set to 1, players can't change to another attack while jumping unless the old animation is not set to loop and has finished playing.
If set to 2, players simply can't change to another animation after attacking until they land and jump again.
And these are old features which have been updated:
aggression/risetime:
It's back! Except that it's been divided into two different fields. aggression is a positve or negative integer which will decrease (or increase if it's negative) the amount of time an enemy will pause before launching an attack once players are in range. For the most part it's not a huge difference, and there's still a random element to it, but it's still there. The other part is risetime. It determines how long they'll wait on the ground after FALLing down before they get back up.
The default for both is 0. Positive numbers decrease delays, negative numbers increase delays.
Followups:
Also back! This uses two new commands, 'followcond' and 'followanim.' followanim takes one argument, a number from 0 to 4. If you give it a number greater than 0, it will try to use that FOLLOW animation if the followup conditions are met. Those conditions depend on the followcond command, which takes one argument as well:
1: This animation will followup as long as it hits an entity.
2: This animation will followup as long as it hits an enemy (Or player if an enemy uses it).
3: This animation will followup as long as it hits an enemy and the target does not get killed or block the attack.
4: This animation will followup as long as it hits an enemy, and the target is not killed, does not block the attack, and is not set to be ungrabbable.
Counterframes:
These are also back. They use 'followanim' to determine which animation to play next, but they have a different command to control the conditions ('counterframe'). counterframe takes 3 arguments:
counterframe: The first argument is the number of the frame in which the counterattack is available. The user must be hit in this frame in order to counter.
countercond: The conditions under which the counter will be used:
1: The counter will always be used.
2: The counter will be used as long as the attacker was an enemy (Or a player if an enemy uses it).
3: The counter will be used as long as the attacker was an enemy, the attack was not unblockable, hits the user from the front, and was not a FREEZE attack.
counterdamage: This is a flag which controls damage.
0: The entity which performs the counterattack will not take any damage from the attack.
1: The entity which performs the counterattack will take damage, even if the counterattack is successful.
rock:
The two new rock types are back. Just use 'rock 2' or 'rock 3' instead of 'rock 1' in a stage file to get a different rocking pattern.
Removed openbor_PSP-v2.0049-007.rar. Download new build openbor_PSP-v2.0049-008.rar
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August 27th, 2006, 21:55 Posted By: benh
Hi all benh here!
I'm back with my new lua game Rush hour V1.0
This is my biggest lua release so far
In the game your character is a car and you have to drive down a moterway avioding oncoming traffic while travelling quite fast
In this first release I have included 2 levals, a fully working menu, and a password system.
The game also comes in eboot form so that it can be ran from the xmb
In addition to this inbetween update releases to the game I will be releaseing theme packs for the game which will include new sprites cars, including lorrys etc, new backgrounds, and new music, I will be releaseing the first one in about 2 weeks
Next release i will be adding to more levals and some other features to keep you entertained
so for now enjoy the game and give me feedback for future releases or ideas for the theme packs
enjoy!
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August 27th, 2006, 08:59 Posted By: wraggster
Cools posted a new release for the PSP scene, heres the details from the readme:
I found this on my desktop and decided to finish it!
It uses the danzeff input to write emails and text
messages for ease of use. This is my custom port
of danzeff to lua and you will notice that you will not
need to hold down L or R when typing some
characters on screen, because it will scroll through
them (seems a little confusing, but after use its ok).
It will use wifi connection 1 be default, you can
change it manually if you want, in the future I plan onbeing able to select which connection. Email works! but it seems like you MIGHT have to exit out if you are planning on sending more than one email... I havent gotten text messaging (SMS) to work, but it should. This will become more developed in the nearfuture.
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August 27th, 2006, 08:57 Posted By: wraggster
Arza has released and Cools updated a new Lua game for the PSP, heres the release details:
I have made a simple yet fun game. The game is based off some puzzles in a magazine called "Tips and Tricks". The object is to fill in tiny squares one by one, until you are finished. When you're done, the squares will form the shape of a video game character. To learn how to play, start up the game and in the main menu, select "How to Play". Here's the controls:
PSP | PC
X = C -- Turns square black
O = F -- Turns square white
Select = A --Exits to game menu
R = W -- Scrolls pages of blocks
L = Q -- Scrolls pages of blocks
Note = Prt Scrn --Takes snapshot
This release comes with only one puzzle. But I shall have more puzzles out soon. If you find any bugs, post here. Also, please don't post your screenshots here. It'll ruin it for other people.
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August 27th, 2006, 08:49 Posted By: wraggster
Via GTA Portable.com we have more GTA News:
Even more previews were recently published in Europe. The latest info comes from GamesMaster and the French Official PlayStation 2 Magazine. While there's no new screenshots, there certainly is a bit of new info and some collaboration on previously known things.
GamesMaster:
• One of Vice City Stories' biggest selling points is going to be how easy it is to go from land to water to air travel.
• Missions are more transitional - instead of doing a bit of a mission, watching a cut-scene then doing a bit more.
• The city is twice the size of Liberty City Stories, and the loading times remain roughly the same.
• More detail and more to do - you can expect a lot of new vehicles including all sorts of aircraft.
• While it's quite obvious, the magazine confirms that there will be no eating in the game like San Andreas.
• Vice City Stories will feature plenty of characters, mostly being new.
• As we already know, because the game is set two years before the original Vice City, the city will look slightly different. But the magazine goes further to say that the Leaf Links Golf Course will be in the game, where it was previously speculated not to be in there.
• The story takes place before the money comes flooding in, so there's more poor areas on the map.
Official PlayStation 2 Magazine:
• The early demo that they got to play still had a few empty streets, but Rockstar assured them that the streets would be twice as full in the final game.
• Based on the storyline revolving around the Vance brothers, there's said to be a lot of humor in the game.
• Rockstar Games also has a big surprise concerning the Wi-Fi features in Vice City Stories.
While nothing more is known about this, it could very well be co-op mode. The way that the storyline is set there could be more missions where the Vance brothers can play together as two different players. Or even better - Online Mode!
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August 27th, 2006, 08:27 Posted By: wraggster
[Bo]Trops has updated his Sega Master System / Game Gear emulator made for the Sony Play Station Portable system.
The emulator uses the old Marat Z80 emulator by Marat Fayzullin. VDP source is based on SMS Plus by Charles Mac Donald. All the source is heavylly optimized for the PSP system.
PSPMaster is running at full speed without frame skiping when the YM2413 sound chip emulation is disabled. Please do not change default options if you don't know what you are doing.
Heres whats new:
v0.0.8b:
- Fixed Game Gear screen.
- Fixed a stupid bug: the emulator was not saving SRAM!!
- Screen shot bug fixed.
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August 27th, 2006, 08:07 Posted By: wraggster
As you know i spotted (and no site thanked me but thats as normal in the PSP Scene) that PSP Connect are linking to an Homebrew site.
Now ill be 100% honest, either PSP Connect are being paid for the Linkage or its a MAJOR cock up on their side.
Sony would never allow an Homebrew site to be linked to from their pages, Sites Like IGN etc would but no site that posts and mirrors items such as an ISO loader would, So im sorry to burst anyones bubbles but i think its either an advertising space brought by the PSP site in question (most likely) or a cockup by PSP Connect.
I have personally contacted Sony to ask whats going off and as soon as i find out more you will know.
UPDATE
Seems like im right and its an ADVERT now for Sony this is a major embarassment especially if the likes of Nintendo etc get pissy with them, remember we love homebrew but no company unless they are getting cash for it wants to see their games emulated on a rivals handheld.
If Sony are happy to publically back homebrew then theres gonna be a whole load of trouble. Its gonna be an interesting week 
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August 27th, 2006, 06:05 Posted By: Kramer

Exophase has just realeased gpSP 0.6 , GameplaySP is a fullspeed GBA Emulator for the PSP, heres the release details:
Not everything I wanted to get in is there but I figured I've made people wait long enough for a fix to my stupid bug from last time, heh.
Heres what's new
v0.6 - (still beta quality, look out for new bugs)
NOTE: Please include gpsp.cfg with EBOOT.PBP, this shouldn't be necessary but I think it is right now.
# Fixed a nasty bug that shouldn't have made it into the initial release; a lot of games that TECM.. erm.. crash won't anymore. NOTE: This doesn't mean that no game will ever crash, freeze,
otherwise not work.
# Fixed some crashes in the GUI and the ability to "go up" past ms0:/PSP. Made the "go up" button square like it was supposed to be (instead of cross).
+ There's now a menu that you can access, by default press right while holding down triangle for the frameskip bar.
+ Menu option: resize screen aspect ratio, the default is now "scaled 3:2" which makes it look more like a normal GBA. You can use "fullscreen" (what it was like before) or "unscaled 3:2"
(tiny but pixel for pixel like a GBA)
+ Menu option: You can now load new games while the current one is running.
+ Menu option: You can now restart the currently running game.
+ Menu option: Frameskip variation - this defaults to "uniform" whereas it defaulted to "random" last release. Basically, turn it on random if you find that frameskip causes flickering animations to make things disappear. Other than that it will generally look better on uniform.
+ GUI and file loading now have "auto repeat" on the buttons so they're not such a pain to navigate.
+ Menu option: Added support for 128KB flash ROM, some games require it (Pokemon Firered/Leaf Green, Super Mario Advance 4), turn it on before running the game to make sure it works. NOTE: There are some versions of these ROMs that have been hacked to get around their 128KB flash, and may not even work properly at all. Look out for them, these games should save 128KB save files after you set the setting to it, IF they use 128KB flash.
+ Menu option: Added ability to make the .sav files only update when you exit the emulator, use with extreme caution (in other words, it's not a good idea to use something like this in beta quality software if you care about your saves). Does NOT update if you exit through the home button, don't use the home button if you can help it.
+ Zip support thanks to SiberianSTAR. It will load the first file with the extension .gba or .bin that it finds.
+ Menu options are saved to gpsp.cfg. Note that it does not save frameskip options or flash ROM options because these are very per game particular.
+ The emulator will now try to save backup files to somethingmore matching the backup size than a fixed 64KB. @ Loading ROMs and the auto save of the .sav files is MUCH faster now. Thanks for the heads up on how to improve this from pollux!
@ While coding for the screen resize code I found that SDL just wasn't cutting it and had to code for the GU myself. Turns out the new code is faster (but because it is render code anyimprovement will be diminished to nothing as frameskip is increased). Special thanks to Zx-81 for the tips on this one
and for his GU code in the PSPVBA source as an example.
@ Added some games to game_config.txt. Note that not all versions of these ROMs will work with these options, try to use the USA version if possible.
Just a note, be SURE to include the included gpsp.cfg with the EBOOT or things might get messed up. It shouldn't need it but I guess it does for now.
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Thanks to Exophase for the email in the post this morning (i was ill last night - wraggster) telling me of the release at the usual place (roll on when he gets an official site )
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