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August 15th, 2006, 22:43 Posted By: steven1980cad
Scorch Land Version 03 by Steven1980CAD
This is my first Lua program based on the amiga game scorch tanks.
3 weapons at the moment.
explosion - The strongest weapon ut small blast range
dirtball - Adds ground into the blast range
crator - Large blast but not very strong
This is a first issue, I intend on getting the graphics and gameplay a lot better by introducing a scoring system so you can buy better weapons etc.
I know the program is very messy at the moment but it works!
Hope you like it.
Controls -
Dpad - Up / Down adjust power.
Dpad - left / right adjust angle.
Shoulder Keys - change weapon.
Be paitent it takes some time to load the land into memory.
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Steven1980CAD
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August 15th, 2006, 22:24 Posted By: wraggster
News via Gamespot
Sega has one of the most recognizable names in the industry and a library of famous franchises that include Sonic the Hedgehog, Streets of Rage, After Burner, Altered Beast, Phantasy Star, Shinobi, Golden Axe, and dozens more. A number of those games will be included in the recently announced Sega Genesis Collection later this year, but the venerable publisher isn't stopping at merely reproducing some of its classics; it's looking to revitalize them as well.
Sega today announced that it has enlisted San Francisco-based developer Planet Moon to bring one of its "vintage brands" back to life in a new game for the PlayStation Portable. It will be the developer's first time working with an established intellectual property. It has previously produced Infected for the PSP, Giants: Citizen Kabuto for the PC, and Armed & Dangerous for the Xbox and PC.
Planet Moon isn't the only developer bringing an old Sega franchise to the PSP. Totally Games, developer of the X-Wing and Tie Fighter series of PC space combat flight sims, is currently working on an action game based on one of the publisher's IPs. While the developer has a lengthy track record with flight sims, it is promising "something new" for its fans. Also, at this year's Electronic Entertainment Expo, Sega announced that it was enlisting its recently acquired studio Secret Level to handle the upcoming Golden Axe revamp on the Xbox 360 and PlayStation 3.
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August 15th, 2006, 22:00 Posted By: wraggster
PS2 gangster 'em-up Yakuza has been earning quite a few plaudits in the CVG office, even before its official release next month with our pundits describing it as a ultra-violent free roaming action adventure with some funky tattoos. "Think Shenmue with gameplay or something that evokes the spirit of a next-gen Double Dragon" says our highly impressed Yakuza expert, before ordering himself a fresh tattoo.
So double good news today for potential Yakuza fans, with the launch of not only an official web site for the game, wherein you'll be able to find screens and info and view episodic teaser trailers building up to release on Sept 15.
Anyway, it seems even before the game hits shelves here, Toshihiro Nagoshi, the mastermind behind Yakuza is already plotting Yakuza part deux, telling Japanese TV that he would welcome making a sequel but mysteriously adding - with a hint of gangster-ish laughter - that for the moment he could say no more.
Seems the code of Omerta has silenced Nagoshi-san (or perhaps he's being stalked by a giant spiky blue Sega 'enforcer') before he could reveal any more, but if our Yakuza pundit is right, then it's all around good news for gamers looking for something just that little bit different from your average gangster game. We'll have more, as it arrives.
Screens Here
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August 15th, 2006, 18:33 Posted By: wraggster
Via Mercury News
This is a little preview of Loco Roco from my nine-year-old. She tried out the first level of the game.
By Tanya Takahashi
In Loco Roco, you are a planet located in a far away galaxy. On you live little creatures called Loco Roco. One day, while you were taking a nap, disaster struck! Creatures from outer space came and started eating the Loco Roco! Help them get away by rolling left and right to avoid Mojas (creatures from outer space) and collect the fruits to grow. It's 2D graphics and the guy you are trying to help is a hairy little yellow ball with antennae. You control it with the left and right buttons, which tilt the game world one way or another. You jump by holding both at the same time. This game is for younger kids such as five- or six-year-olds. Older kids might not like it. The music is for two- or three-year-olds. It gets annoying with the baby singing. If you beat the level, you get a prize. I haven't beaten the whole level yet so I don't know what the prize is. I'd give this game a one out of four star rating.
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August 15th, 2006, 18:30 Posted By: wraggster
Paramount Pictures will set a milestone on October 30, simultaneously releasing Mission: Impossible III on HD DVD, Blu-ray and DVD. The HD DVD and Blu-ray versions will be in 1080p resolution with 5.1 Dolby Digital Plus surround sound. Analysts are saying we should expect to see the other studios following suit, launching new titles in every imaginable format. Of course, Universal will be missing out on all the fun, at least for now, since it's the only studio that's not shipping Blu-ray titles.
The big news will be when one disc player will be able to play all three releases, or when there is a DVD-compliant copy of the movie on one side of a disc, and an HD DVD or Blu-ray version on the other side. Meanwhile, the release of Blu-ray and HD DVD players and content figuratively mosey out onto the world stage to the sound of one hand clapping.
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August 15th, 2006, 18:22 Posted By: wraggster
Via Gamespot
Publishers like Capcom, Sega, Midway, Taito, and Namco have been offering retro-themed compilations for years on a variety of platforms. However, the biggest third-party publisher of them all, Electronic Arts, has generally shied away from the practice, other than a few offerings such as the recent Command & Conquer: The First Decade collection.
That might be changing, if a new GameStop product listing is accurate. According to the retailer, Electronic Arts is jumping into the retro trend headfirst with EA Replay for the PSP. Slated for release October 3 with a price tag of $29.99, the compilation will let players relive 14 of the publisher's back-catalog offerings, including fondly remembered hits like Syndicate, Ultima VII: The Black Gate, Road Rash, Wing Commander, and Jungle Strike. Some of the games will support head-to-head multiplayer action, all will be playable in widescreen or normal views, and all of them will allow players to save their games at any time. The site even says it will include unlockable game art.
The full list of games listed for the compilation is included below, along with their first release dates and systems. Given the difficulties inherent in porting a keyboard-and-mouse control scheme to PSP, it is likely that the compilation would feature shrunken-down versions of the games' console versions, so those are the dates and systems given below.
B.O.B.--1993--SNES and Genesis
Budokan--1990--Genesis
Desert Strike--1993--SNES and Genesis
Jungle Strike--1993--SNES and Genesis
Haunting Starring Polterguy--1993--Genesis
Mutant League Football--1993--Genesis
Road Rash--1992--Genesis, later on 3DO
Road Rash II--1993--Genesis
Road Rash III--1995--Genesis
Syndicate--1995--SNES, 3DO, Jaguar
Ultima: The Black Gate--1994--SNES
Virtual Pinball--1993--Genesis
Wing Commander--1993--SNES
Wing Commander: The Secret Missions--1993--SNES
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August 15th, 2006, 18:19 Posted By: wraggster
News from Gamestop
The Retail Radar picked up on a listing for an Electronic Arts retro compilation earlier today, but there are a few more incoming bogies to mention, with plenty of activity on the PSP front, and some news for owners of other systems as well.
First off, GameStop has a couple new listings for previously unheard of versions of Tom Clancy's Rainbow Six Vegas. Only the PlayStation 3 and Xbox 360 versions of the game have been announced officially, but it looks like Ubisoft hasn't forgotten the current gen consoles or portable gamers just yet, as GameStop is also soliciting pre-orders for PSP and PlayStation 2 editions of the game.
Product pages have also sprung up on GameStop for a couple more unannounced PSP games. Later this year, the retailer expects to receive shipments of M.A.C.H. from Vivendi Games, and Rocky 6 from Ubisoft. There's very little information on the site about either M.A.C.H. (which shares the name of an obscure Commodore 64 action game) or Rocky 6 (presumably based on the upcoming sequel to the big-screen boxing franchise).
In other PSP blips, Namco Bandai's Warhammer WarCry card battling game apparently has a subtitle now, as GameStop is calling it "Warhammer WaCry [sic]: Battle for Atluma." According to the product page, the game will feature more than 450 cards to collect, wireless multiplayer, the ability to build a custom deck from more than 90 different units, and a thorough tutorial mode.
Also, GameStop isn't expecting the PSP to see Gran Turismo arrive on the portable until 2007. The game's last official release projection date was simply 2006, although that was only announced for Japan. In 2004, Gran Turismo 4 Mobile was among the first wave of games announced for the portable, but it hasn't caused much of a stir since, being noticeably absent from the last two Electronic Entertainment Expos.
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August 15th, 2006, 17:36 Posted By: wraggster
Guitar Hero II will make its first public appearance in Europe on August 22nd at the Edinburgh Interactive Entertainment Festival.
It's going all the way to 11, in fact - 11am anyway, when it'll start screening at the Odeon, Lothian Road, for an hour.
There'll be an opportunity to see, hear and even try the new multiplayer modes which split the game between rhythm, lead and bass guitar parts - with two tracks per song - and having had a chance to dabble in this ourselves at E3 we can say that it certainly doesn't dilute the impact of each strain.
If you fancy heading along to the event in Edinburgh, you should bear in mind that tickets will be distributed on a first-come, first-served basis by Gamestation stores in Scotland, with a limited allocation available on the day.
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August 15th, 2006, 17:23 Posted By: wraggster
News via CVG
EA is bringing a number of golden oldie classics from its back catalogue to PSP, if e-tailers are to be believed.
Product EA Replay is currently listed on EBGames, GameStop and, closer to home, Play.com, and according to the former two companies the retro compilation features 14 games including the likes of Desert Strike, Syndicate, Road Rash and Wing Commander. It's additionally mentioned on EBGames and GameStop that a number of the titles in the pack boast multiplayer head-to-head modes.
Both EB Games and GameStop reckon the compilation will release in the US on October 3, while Play.com lists EA Replay as a November 20 release.
We have, of course, attempted to contact EA's UK arm for confirmation/denial on EA Replay, but the company wasn't available for comment at the time of writing. So, without official word on the product from the publisher, we'll just have to take the whole caboodle as rumour for now. We will, however, let you know if we hear anything concrete from official channels.
Great to see some great games to appear on the PSP
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August 15th, 2006, 15:54 Posted By: kersplatty
The programmers behind the PSOne emulator PSXP have released a screenshot of Tekken 2 running on the PSP, the game runs at 10fps but thats without dynarec and optimisations so theres a lot of room for improvement. thanks to www.maxconsole.net for the news
Screenshot Via Comments
Will Sony be watching these developments?
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August 15th, 2006, 10:02 Posted By: b8a
NJ has once again updated his CPS2 emulator, this time to test version 5. Quite a bit has changed in this version, so see the translated release notes from his site for the details:
CAPCOM CPS2 Emulator for PSP (test ver.5)
CAPCOM CPS2 Emulator test ver.5 binary Download
Since I've pretty much finalized the cache file specification, I plan to make the next release an alpha version.
What's Changed (test ver.5)
There's quite a few things that have changed.
Since I've made a few large changes, some new problems will probably crop up.
If you're having problems, please use test 3 or test 4.
-Changed the cache file specification. Since there isn't any compatibility with the cache files up until now, it'll be necessary to remake all of your cache files.
Thanks to this change, Memory Stick reading for the games below only occurs when loading the game.
ecofghtr / avsp / sfa / 19xx / megaman2 / qndream / spf2t / csclub / mpangj / pzloop2j
-Due to development circumstances, I've implemented save state. Since I'm thinking that there will be frequent changes to the specification before this becomes the official version, basically you should assume that save state compatibility will be lost each time this is updated.
-Fixed it so that it won't freeze on sleep.
-Fixed it so that ssf2t is read as the parent cache file for ssf2t and it's clone sets.
-Changed the palette processing. I'm now going to determine whether or not this works correctly.
-Change the initial sound sample rate value to 22050Hz.
-Rewrote the sprite management processing.
Although only slightly, I think the speed of shooting and side-scrolling action games has either improved or stabilized.
Conversely, for later, larger fighting games that frequently access the file , the speed has probably dropped. (The priority level for these types of games is very low, so I don't envision there will be any improvements from here on. Simply put, it's physically impossible to make them faster.)
-Made huge changes to the sprite drawing process.
Problems with the sprite mask drawing processing and priority in the following games has been fixed. (Even though I'm performing the drawing so as to not make the speed drop as much as possible, since the drawing is more complicated than usual, there are instances where the speed drops somewhat on such screens.)
csclub: Spot process of CAPCOM's logo directly after loading
ssf2t: Some of the character's continue screens
dimahoo: The ninja Tatumaki's shadow as well as all of the ending
gigawing: The Betting font, as well as all of the tanks and the BG's priority
progear: The second form of the third stage boss
ddsom: Stage 3-A on the heavy war cart where just the elf's sword and shield's priority is funny
If drawing problems occur other than those mentioned above, I'd appreciate it if you could report them using the bug report uploader (As far as it's usage, please refer to the information at the link. This is being tested) ---------------------------------------------------------
Checking sprite data one by one'll make your shoulders stiff and your eyes hurt, it's just too tough.
I'm not young anymore so this kind of work is hard on me.
From here on, I'll just work on those that are reported, or so I say, but if I find any I'm just going to want to fix them.
And, the portions of the readme that have changed:
State of progress
CPU: Finished
Video: The sprite drawing process are still unfinished(?)
Sound: Finished
Input: The analog input in puzzloop2 is not supported yet
Firstly, please regard the speed as something that's not going to get any better.
The PSP simply doesn't have the ability (VRAM, memory, CPU processing power: all of them).
Vampire Hunter and the likes is one thing, but in games like MVC where the screen changes that frequently, no matter how you think about it, speeding it up would be impossible.
There is still a chance, however, that the sense of speed will slightly go up with VRAM partitioning and memory cache optimization.
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August 15th, 2006, 06:10 Posted By: Art
Hi Guys,
New site and download area is up & running:
http://xflash.pspstuff.de/forum/viewtopic.php?t=4
X-Flash V14 has a few new fixes and features, check it out 
- Detection of iR Shell.
No possibility of launching X-Flash from within iR Shell.
Sorry, this is required. You can currently (Kerrang Build 5)
play mp3s which access the memory stick all the time.
- Signature check on data section of the X-Flash program file
to prevent replacing/tampering of the program's built in files.
- Slightly relaxed free RAM rule implemented in the last version.
(detect free RAM function by MPH).
- Centered "Hello Nickname" welcome screen for everybody.
nickupto25characterslongifthepspsuppor (Yes it does).
- Added "Memory Stick" string to the XMB menu editor.
This can now be changed to anything like the other labels.
- Added five new X-Flash menu colour themes.
- Added a few more ASCII GUI effects and fixes.
- Detection of stuck down HOME, SELECT, and START buttons
at startup. For people who have broken front buttons on their
PSP, those buttons will be disabled independently, for everyone
else, their operation is faster than the current version.
- Fixed message that says "Apply Custom XMB Labels"
when using Auto Restore. it now says "Restore Default Labels".
Cheers, Art.
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August 15th, 2006, 01:04 Posted By: wraggster
Waterbottle has released a new game for the PSP:
Petals around the rose is a puzzle, You roll 5 normal dices (Any other amount of dices would also work) and get the question, How many petals are there around the rose?
There is always one correct answer to this question and the answer depends on what the dices show. To find the solution you only need some simple math knowledge and a creaive mind. It's said that the smarter you are the longer time you will use to solve this puzzle.
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via waterbottle
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August 15th, 2006, 00:59 Posted By: wraggster
Danny_kay1710 has released a new version of his PSP Link program for the PSP(for devs)
PSPLink v1.3 changelog:
Added PimpStreamer server support. Enable it on the system tray icon
Added Wi-Fi Controller server support. Enable it on the system tray icon
Because WifiController Host closes automatically when not properly configured, a test button has been added to the settings menu. This will run the host without hiding it giving you chance to see if it stays open (meaning it is properly set up) or if it closes straight away (needs more configuration!)
Now can start PimpStreamer or Wi-Fi controller with PSPLink (PimpStreamer will start minimised when started at program start) This means that effectively you can make PimpStreamer run as Windows starts along with wifi controller through PSPLink
The setup no longer installs any readme’s
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August 15th, 2006, 00:55 Posted By: wraggster
News from Arguru/PSP3D
Arguru and PSP 3D have just released a new GameBoy/GameBoy Color homebrew emulator for PSP. Dubbed SpiceBoy, the emulator offers full speed FPS emulation of all GB/GBC ROMs. Though parts of the emulator were taken from InfoBOY, a Win32 GB/GBC emulator, most of the project has been handcoded/tweaked from the original project, and offers emulation as well as Homer's RIN (considering it's the first release, R0 (Release 0), coded in under a day).
A few things to note about SpiceBoy R0 are:
- There's no browser (user manually would have to replace: rom.gb).
- Sound is not synced with emulation properly.
- No savestates.
Other than that, SpiceBoy is a full-fledge, full speed GB/GBC emulator, and rest assured that a new version will be release shortly with a ROM browser, correctly synced sound, and possibly, savestates and multiplayer. Consider this a pre-mature, but working, release; it's a heck of a great job for one day's worth of work.
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August 14th, 2006, 20:26 Posted By: wraggster
News via GTAPortable.com
Small details about Vice City Stories came in today from Germany, that's been published in a magazine called Play. German fan site GTAReactor has the news. Some details are new, and other's have been revealed before. Here are the interesting bits:
• Character customization is not as extensive as San Andreas (change hair-style, buy new outfits, go to gym etc.). Changing outfits - similar to - LCS will be in the game however.
• The magazine also confirms that there's no vehicle customization.
• Players will once again be able to manually target with their weapons.
As we heard before, the multiplayer feature will be the same as that of Liberty City Stories. It also spoke about the technical improvements, such as more vehicles and pedestrians being on screen, and characters being more detailed with a higher polygon count. There's no scans or screenshots available as of yet, but if we get them we'll post them right here.
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August 14th, 2006, 20:21 Posted By: wraggster
TyRaNiD posted this news/release:
Here is a mini fire demo I wrote, to prove that ASM coding isn't dead yet and to show roughly how low you can go with a valid PSP executable (671 bytes). It aint exactly a great fire demo but it is small Source included of course.
Download Here
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August 14th, 2006, 19:12 Posted By: wraggster
News from Ipher
We're gonna see if this PCSX2 WIP is ready for prime-time. No plugin pack, but 5 differant versions of PCSX2 (release, public release, TLB release, debug, and TLB debug) instead. Post comments in the new forums.
8/12/06 (changes since 0.9.1)
Fixes for SSE only CPUs [zerofrog]
More work towards non SSE/SSE2 support [zerofrog]
vc2k5 now compiles (thanks christoph_von_wittich!) [zerofrog]
small SuperVU rec crash mmi op for AthlonXP CPUs [zerofrog]
mtgs not doesn't crash on gs local->host transfers for gsdx (RetainSoftware) [zerofrog]
Unknown change to x86/iVU1micro.c [refractionpcsx2]
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