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August 14th, 2006, 19:05 Posted By: wraggster
News via Kotaku
Here at Kotaku, we're size queens. Bigger means better. (Unless, it's small and cool.) So when we saw this giant PSP display promoting Tekken at a Korean bus stop, we swooned and fainted. This 15:1 scale, non-playable portable, was encased in class around the Han River area in Seoul. Hit the jump for a pic of the folks flocking to this bus stop. More of this please, Sony and less of the stupid!
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August 14th, 2006, 18:53 Posted By: wraggster
News Via Gamesindustry
Following the emergence of rumours that a PSP price cut is imminent, a Sony representative has told GamesIndustry.biz that there are no plans to reduce the cost of the handheld at present.
The suggestion of a PSP price cut initially came from industry analyst P.J. McNealy, who told CNN Money: "There is a price cut coming in the second half of the year."
According to McNealy, the PSP "has lost momentum. Nintendo has had a great run since it launched the DS Lite and Sony needs to regain some ground." He believes that Sony will slash the price of the handheld in the US from US$199 to US$149 - bringing it closer to the DS price point of US$129.
But a Sony UK spokesperson told GI.biz: "Currently we have no plans to cut the price of the PSP at this time."
It's more likely that Sony will cut the price of the PlayStation 2, as predicted by other industry analysts. The console currently retails with an RRP of GBP 104.99 in the UK, but many retailers are already cutting the price to below the magic GBP 100 mark - and it's thought that Sony could well follow suit with an official price reduction in time for Christmas.
Ahh well, bleed us dry a bit more eh Sony
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August 14th, 2006, 18:35 Posted By: wraggster
New details on Rockstar's playground actioner Bully have emerged, courtesy of an article appearing on MTV.com.
Revealed in the article is Bully's pro-nerd gameplay, which has you performing tasks for the four 'non-bully' factions in Bullworth Academy, the fictional school where the game takes place.
The nerds, preppies, jocks and greasers will all need your help combating Bullworth's teenage hoodlums, after which you'll gain brownie points with their faction and they'll help you out around campus, rugby-tackling your foes and hopefully performing a 'bundle' or too.
Other missions put you in school lessons, managing beakers in chemistry class and other education-related tomfoolery in English and Gym (or 'P.E.', to use its proper name). There's also a GTA-style 'alert level', which lands you in the principle's office if you skip too many lessons or start playground fights. The latter half of the game will also apparently give you access to the nearby town.
MTV goes on to report that the game features no guns whatsoever, instead opting for innocent fire crackers and bags of marbles as its weapons of choice. Also, no-doubt to the delight of our female readers, lady-focussed violence has also been outlawed in Bully. According to the article, if you try to grab a girl in the game "she kicks you in the nuts." That never happened to us in school.
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August 14th, 2006, 15:54 Posted By: nonarKitten
As posted on Gizmodo today, Microsoft will be making development on the XBox 360 available to just-about-anyone for a small subscription fee, as well as being able to play other homebrew developers' creations.
This is in stark contrast to Sony who since the inception of it's ill fated PSP has done everything possible to stifle homebrew development in the name of defending against piracy. Ironically, considering it has failed as a movie and portable media player and is falling ever further behind the Nintendo DS in games, perhaps Sony's destroying the last market interested in the PSP.
When consoles have existed solely ON the basis of homebrew development (the GP32 and it's successor) and have done moderately well with only a fraction of Sony's marketing muscle, it's a wonder if Sony is simply being paranoid about piracy, and denying one of the most original and creative sources of software and game development?
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August 14th, 2006, 07:40 Posted By: wraggster
Over at Gamevideos .com they have a video thats done in a GTA style but instead of beating people up etc, the main charactar actually pays for his drink and gives a granny back her stolen handbag.
Video Here
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August 14th, 2006, 07:35 Posted By: wraggster
Every time we see pictures of this game, we can't help but be in awe. And, with this latest batch of screenshots to come about, Ubisoft's Assassin's Creed for the PlayStation 3 is looking sweeter and sweeter.
Let's just hope the final gameplay turns out to be as solid as these pictures appear when the game finally ships next year. Check after the break for more of these beauties.
Screens Here
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August 14th, 2006, 03:12 Posted By: DPyro
From what I can understand, these are videos of an early PSXP alpha version, running two different PD (Public Domain) roms. Between the two videos PSXP runs from 29-59FPS. Also, it is not optimised quite yet to take full advantage of the PSP. I'm not sure what he's saying in the videos, so if someone can speak french could you please translate this for us. 
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August 13th, 2006, 23:42 Posted By: wraggster

Kojima has posted a new version of his 3D Engine for the PSP, heres whats new:
Some of the new features/improvements include,
-Infinitely faster animation system. Optimized to the absolute brink, the previous demo which ran at 21fps now runs at over 60fps (How much over is hard to tell, with the psp's 60fps hw limit)
So now you can realistically use animated meshes within your app game.
-Single Surface Particle system.
What this is, is basically a particle system where each particle is part of a single surface that is generated each frame(In an optimized manner so it's fast) which means even if you have a 1000 particles, they are all rendered in one call to glDrawElements. All particles are automatically pointed towards the active camera, and can be textured.
Usage is very simple.
-3D Text
The font renderer can now produced 3d text and return them as an entity usable just like any other mesh.
i.e you can rotate/scale/position them anywere in your 3d world.
Like the font renderer, it uses the active font as the texture for the text.
-Material Blend modes.
Now each material has a blend mode that specifies how it is blended in with the screen.
Currently supported is Mask which treats transparant pixels as see through even on 3d meshes. perfect for fences/windows etc. Allowing you to use simple geo with complex shapes.
Also supported is Solid and Add.
-3D Credit system
USing the 3d text engine, this allows you to create a rolling credit(I.e the ending of a movie/game not credit as in score) demo.
The demo included within the code uses all of this to produce a star wars like intro. It looks for a music file called theme1. i use the actual star wars theme personally but for legal reasons I can't include it.
Plus other bugfixes/improvements too numerous to mention.
On the next episode of Arrested Development, Tobias invents linepicking, tform code and collision support.
And gob returns a dead duck..
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August 13th, 2006, 21:25 Posted By: wraggster

StrmnNrmn has just released the newest version of Daedalus the Nintendo 64 Emulator for the PSP:
Heres the Changes
R7 - 13 August 2006
-------------------
[^] Avoid checking for interrupts in dynarec code in most situations.
[^] Optimise dynarec Load/Store instructions to avoid checking for interrupts directly.
[^] Implemented the remaining 32-bit integer instructions in the dynarec.
[^] Implemented the remaining commong load/store instructions in the dynarec.
[^] Implemented JAL/JR in dynarec.
[^] Optimised various texture cache related features.
[^] Added various known value optimisations to the dynarec engine.
[^] Link together blocks even when they exit with branch likely instructions.
[+] Added option to allow frequency of texture update checks to be reduced.
[+] Added the ability to configure buttons
[!] Fixed a couple of compatibility issues caused by the dynarec.
[!] Fixed a couple of issues related to self-modifying code and the dynarec.
[!] Fixed issues with the framerate counter flickering.
Heres more news of this release
The main emphasis has been on improving the framerate of as many roms as possible, but I've also made some significant fixes to the dynarec engine which should improve compatibility for a few roms where this was causing problems before.
There are two settings you should be aware of if you're looking at getting the fastest possible framerate. The first is on the global settings page (that's the one you see on the main menu as soon as you boot up). You'll want to set 'Tesselate Large Triangles' to No here. The next option that helps boost the framerate is set 'Texture Update Check' to Disabled on the Rom Settings screen. A combination of these two options give a significant speedup in various roms.
In R7 I've also added the ability to define your own custom controller configurations. You can define a new controller mapping by adding a new .ini file to the Daedalus/ControllerConfigs directory. There are a few examples in there already, and I'll look at posting a brief tutorial up here sometime soon. If you come up with a new mapping you think would be useful then email me (my address is in the readme.txt) and I'll post it up here and add it to a later release.
I think R8 is going to continue to focus on improving the framerate. I still have a lot of optimisations I want to get in, and I think these will help improve the framerate even further. I also want to spend a little time improving the front end, as it's getting harder for me to add new settings and options in there. I also want to add an option for changing some of the settings while a rom is running (i.e. I think it's time we had an in-game menu.) Another thing I'll look at for R8 is saving settings between runs of the emulator - this way Daedalus will remember which controller setup you prefer for each rom. Finally I want to add an option to quit back to the main menu without having to restart Daedalus.
Phew! That's quite a big list. I can't guarantee I'll be able to add all that for the next release, but that's what I'm currently aiming for. I think it's more important to try and release regularly (i.e. every 3-4 weeks) rather than try and cram everything into one go, so some of these features might move back to R9 if I slip behind.
My first job though is to move my development environment over from my old PC to the new 'beast'. I've had to put this release together through a Remote Desktop Connection to the old PC and I can't bear to do that any longer. It'll probably take a few days to get everything set up on the new PC, but it should be a lot less painful in the long run
-StrmnNrmn.
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Hehe we are that fast we even beat the author to posting news and easily beat the competition
Check out our Daedalus Compatibility List and add your findings.
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August 13th, 2006, 21:20 Posted By: wraggster
E has released a new version of his Multi Console Emulator, that supports
PC Engine
Wonderswan
Famicom (NES)
Gameboy
Heres the crappy translation:
Several problem which is reported was corrected.
If there is a problem, we request report to the bulletin board here.
It keeps correcting steadily.
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August 13th, 2006, 21:14 Posted By: wraggster
David Rudie has released a new version of his program thats lets you use the PSP as a controller on a PC.
WHAT THIS IS AND WHAT THIS DOES
This basically turns your PSP into a controller for your PC (running Windows). How it works is that PPJoy provides a way to create a virtual joystick. We can then communicate with this virtual joystick as though it were a real joystick. This is accomplished by running a server in Microsoft Windows. The server just runs in the background waiting for a connection. When you start the WiFiController program on your Sony PSP it will establish a network connection over wireless using infrastructure mode. Once it establishes a connection and obtains an IP address it will connect to the server running on your PC. Once it has connected to your PC it will act just like a regular joystick.
Heres whats new:
v0.4.2)
* Rewrote some functions to clean up code more.
* Shortened all message displays by 1 second.
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August 13th, 2006, 21:10 Posted By: wraggster
danny_kay1710 has released PSPLink for the PSP which is not the same as TyRaNiD’s PSPLINK, this is a graphical interface for both USBHOSTFS & NETHOSTFS.
This program adds the option to enable or disable the server modes (WiFi/USB) easily, as well as allowing them to run at startup and change the folder that USBHOSTFS or NETHOSTFS shares to your PSP. It no longer has to be in the same folder as the applicaton.
Heres whats new etc
PSPLink v1.2:
Fully fixed the autostart problem - sorry it took two versions, had to re-arrange code and forgot to move one line!
README file has been changed around a bit, in hopes to prevent PS2NFO from distributing non-working copies of PSPLink.
PSP Link 1.1:
Fixed WiFi directory bug.
Fixed the autostart problem which would only share the default installation path upon application restart.
danny_kay1710, author of , has released another Windows tool for simplicity purposes - PSPLink v1.0,
PSPLink v1.0
Driver is included in the installation path (default = “C:\Program Files\PSPLink\Driver”)
Release Version
GUI for usbhostfs and nethostfs (System Tray based)
Startup with Windows
Choose what server to run when program starts
The folder to share doesn’t have to be in the same location as the exe.
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August 13th, 2006, 11:24 Posted By: wraggster
Im sure im not the only one who has noticed it but since Sony went after Devhook there has been a slow down in releases for the PSP scene, is it because of Sony or is it just the summer months or worst still is it because they have moved onto new projects or bored with the PSP.
What do you think ?
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August 13th, 2006, 11:17 Posted By: wraggster
Train2335 has released a new UMD loader for the PSP, heres the release details:
2.6 Train-Umd loader by Train2335 based off work by 0okm, hitchhikr and Humma Kavula.
This is just a application that loads the UMD that is in your UMD slot through eloader via GTA. It is incapable of loading isos (Good thing too)
at the moment and problay will be for a long while ;-).
Place the TrUmd folder in PSP/GAME/
Load Grand Theft Auto
Run Eloader
Select TrUmd and run it
Press X and load UMD
As of right now I am unsure if you can swap UMDs since I only have GTA :-(. I wouldn't see why you couldn't swap UMDs, but ya know Sony can be wierd sometimes ;-).
It loads the UMD by:
sceKernelLoadExec("disc0:/PSP_GAME/SYSDIR/BOOT.BIN",0);
I have not released the source code yet as I don't see the need, it is quite easy to redupilcate this ;-). But if you get me at MSN - train2335@yahoo.com
I will give you the source(only if I think you need it)....
Thanks to Dark_Alex, Humma Kavula, hitchhikr, SonyXteam, Fanjita, Ditlew, PSPDEV, and everyone else that made this possible!
Special thanks to Mathieulh and 0okm!
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August 13th, 2006, 11:09 Posted By: wraggster
KingMax posted this press release:
Kingmax Multi-function microSD Card for Easy All-In-One Digital Enjoyment

Memory card specifications supported by digital products today vary ¡V digital cameras mainly use SD, mobile phones use microSD, while Sony products only support Memory Stick. Now, Kingmax is offering the new multi-function microSD card to resolve this dilemma.
Kingmax's Multi-function microSD card consists of three parts, microSD, SD Adapter and MS Pro Duo Adapter. When paired with SD Adapter, it is fully compatible with all digital products that can SD cards. And when paired with MS Pro Duo Adapter can be used on all products supporting Sony Memory Pro Duo. Meeting these different specifications, the Kingmax Multi-function microSD card is truly "multifunctional". It can also be used in microSD mobile phones, SD digital cameras/PDAs, PSP game consoles and Sony DC/DV/mobile phones for ultimate digital enjoyment.
microSD is now the mainstream technology specification for next-generation mobile phone memory cards. According to assessments by most research organizations, of all the card phones sold in 2005, 29.5% were for microSD memory card phones. This figure has continued to rise, reaching approximately 45% market share for the first half of 2006. However, the microSD's advantage in size represents a towering technical barrier for many producers. In fact, only a few companies in the world are capable of mass producing large-capacity microSD memory cards, which require advanced packaging and stacking technology. Kingmax, the leading brand in memory cards, is one such company, currently supplying 512MB microSD utilizing cutting-edge SLC to ensure high speed, power saving and long lifespan. Furthermore, Kingmax's proprietary patented PIP technology enables its microSD products to be completely waterproof, shock/fold-resistant, and heat-resistant for greater product longevity.
Kingmax's highly sophisticated technological prowess brings today's hottest memory card ¡V Multi-function microSD, to most digital platforms, including Sony, providing you with more digital entertainment options!
Neat eh
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August 13th, 2006, 03:05 Posted By: wraggster

SuccessHK amongst the many online stores i check seem to be the cheapest at the moment with the Ceramic White PSP selling for $189.99 which is £100.
Ill keep looking for even cheaper new consoles.
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August 13th, 2006, 01:05 Posted By: Hungry Horace
FOL has released yet another update to the PSP Amiga emulator over on www.pspuae.com - this time adding the features of 0.53 that 1.5 users have been enjoying, to those unlucky souls still using eLoader.
This update gives a speed increase in loading times, as there is now support for the Turbo Floppy Drive speed.
Please note, that using this option is less compatible than using 100% drive speed, although the majority of ADFs seem to have no problems.
Enjoy!
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August 12th, 2006, 19:29 Posted By: wraggster
One of the editors of the official playstation mag cant justify buying a PS3:
Contrary to popular belief, editors of the Official PlayStation Magazine don't get free hardware for their own personal use. So I've been having an ongoing debate with myself about the PS3 since E3. After Kaz announced that the price would be $600, I found my enthusiasm sagging.
So ultimately, I can't justify it. $600 is a lot of money, especially when I can get what--for me at least--will be a very similar experience for $400. I would like to own a PS3, and I hope that the price drops soon so I can consider it. But until then, this Official PlayStation Magazine editor will have to join the dark side.
Looks bad for Sony if editors of the official mag cant justify a PS3
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August 12th, 2006, 18:59 Posted By: IndianCheese
If you have tried to run Devhook to emulate 2.71 at 333mhz and discovered that it freezes, I have found a trick to fix that. But you have to have iR Shell.
- Run iR Shell.
- Press R+Start repeatedly until the PSP is clocked up to 333mhz (Check the green numbers at the top of the screen).
- Run Devhook 0.46 through iR Shell.
- Choose "CPU Speed".
- Choose 333/166.
- Choose "Start".
- The PSP will successfully boot 2.71 firmware clocked at 333mhz.
So there you have it! This is great for getting less-choppy Flash movies. Sadly, WiFi is still broken with 333mhz.
I am guessing the reason this works is because Devhook doesn't clock it up to 333 until the point where it usually freezes. But if iR Shell already has the PSP clocked up to 333, the CPU speed isn't affected during the boot process.
lol qj will steal this guaranteed
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