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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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August 7th, 2006, 22:50 Posted By: wraggster

Whether you love or hate Nintendo, they sure can market their consoles and the recent release of the Pink DS Lite has surged sales in Japan through the roof.
Isnt it time Sony smartened up to the fact that a Pink PSP would be attractive to the Female population as well as being a good xmas present for blokes looking to get the females into gaming.
Would you buy your Daughter/Wife/Girlfriend a Pink PSP ?
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August 7th, 2006, 20:47 Posted By: wraggster
Via Gamespot
This year's World Cup helped Electronic Arts move tons of units of both FIFA Soccer 06 and 2006 FIFA World Cup, but the world's biggest sporting event and its millions of fans must move on. EA is moving on too, as it has officially announced FIFA Soccer 07.
Now that international pride has been settled for the next four years, FIFA 07 is concentrating once again on the club circuit. The game will feature the licenses of dozens of leagues, and introduces the new EA Sports Interactive Leagues which allow fans to square off in online leagues based on real-world schedules.
The PSP version also boasts improved connectivity with the PS2 version, enabling gamers to transfer data between the two platforms, and play a single franchise mode at home or on the move. DS owners will be able to create their own custom chants using the console's microphone, and more precise off-the-ball running routes can be ordered with the "Touch Run" feature.
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August 7th, 2006, 20:45 Posted By: wraggster
Via Slashdot
Good news for Sony fans looking forward to the PS3. Eurogamer reports that the system will feature backwards compatibility with memory cards as well as games. From the article:
"An update to Sony's PlayStation 3 website has revealed that you will be able to use older PlayStation memory cards with PlayStation 3 - providing you buy an adapter. An entry in the official PS3 FAQ states: 'To use saved data on a PlayStation 2 memory card, you must copy the data onto a virtual memory card within the hard disk.'"
Microsoft could have really used something like that for the Xbox/360 switchover. Relatedly, Sony is looking ahead ... way ahead, even to their next console. Wired has a piece looking at the future of downloads in the games industry. From that article:
"Microsoft is releasing an HD-DVD drive for the Xbox 360. Both companies are even touting the ability of these new discs to play movies in even higher hi-def. That struggle, however, is ultimately meaningless. 'I'd be amazed if the PlayStation 4 has a physical disc drive,' [Sony's Phil] Harrison says."
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August 7th, 2006, 20:41 Posted By: wraggster
UPDATE - Chrome picture added - looks great too
New from Divineo China


The Smooth as Silk faceplate has been colored using a special process that makes the faceplate extra smooth, enhancing your gaming experience.
New mold. New lens. Special smooth coating . The best quality plastic. This is a high end faceplate available in various colors
The Faceplates come in 4 colours
Chrome
Black
White
Yellow
What's in the box:
- Includes the digital pad (D-Pad) & analog stick
- Includes all face buttons (start, select, volume, display, audio & home)
- Includes all 4 main action buttons (2 sets)
- Includes screw driver.
The Yellow, Black and White are $14.95 and the Chrome is $17.95
More details at Divineo China
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August 7th, 2006, 20:23 Posted By: wraggster
Ookm has posted on his site that he has got UMD Emulation working on a firmware 2.6 console, he doesnt go into any more specifics on that, but theres some discussion about this being an ISO Loader and if thats true its another Hammerblow to the Homebrew scene and yet another reason for Sony to carry on with their recent actions against the PSP SoftwareWiki but this time go for fresh targets.
Its sad that the Excellent Homebrew Scene is being dragged into warez territory and even sadder that sites are trying to legitimize it.
One thing to note is that when Sony give you a Cease and Decist Order its too late for regret.
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August 7th, 2006, 20:16 Posted By: wraggster
Recently we have had 2 very bogus emulator announcements, the port of Ultrahle the Nintendo 64 emulator to the PSP and the next day a PSOne emulator for the PSP, both turned out to be bogus and there was a theory that both news were just done for hits and may have been started by those particular sites (ive no proof but it certainly looked dodgy)
Anyway today a French team have posted that they are to release a PSone emulator before the end of the summer
Heres the translated news article:
Everyone knows that Sony will leave a PSone emulator for its PSP and that one will need upgrader to make use of it. PSP-GENERATION has just obtained exclusive information: another PSone emulator is under development, and will leave perhaps even before that Sony. This last will be free and function with the images of your own plays PSX.
I would not quote any source (secrecy obliges) but I can say to you to have already had an outline of what this future emulator will give. A version beta, not forcing put in public domain, should be testable in an immediate future.
In the announced functionalities, this emulator will propose:
- The support of the sound
- At least 50FPS
- The support of the images compressed in DAX or CIS
- Management of the memory boards of the PSX (virtually)
- The support of WiFi for the multijouor mode
- Other functions will come to be grafted progressively.
This should be born before the end of the summer and, at all events, before the exit of the official emulator. In any case it is what is announced
This news was made with an aim of informing you of this news, far from being alleviating, and reassuring the owners of PSP not wanting upgrader.
There you have it, fake or not we dont know, lets be honest with the right team and source code its very possible but this one is going to be a wait and see. At this time i will not link to the site where it was posted until maybe they can contact me and confirm, then ill promote it all the way.
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August 7th, 2006, 17:39 Posted By: wraggster
71M has released an update to his entry in the NeoFlash 2006 Summer Competition, heres the info:
Quick update...
1) Game can be paused using START button.
2) Fixed green enemy avoidance.
3) Firing rate has been reduced.
4) HOME button is working again.
Cheers,
71M
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August 7th, 2006, 17:21 Posted By: wraggster
Heres an excerpt:
During's Konami's pre-E3 conference this year, the company announced a prequel to its popular Silent Hill horror franchise, Silent Hill Origins for PSP. The company has released a trailer and some concept artwork, but has yet to show the game in playable form or release very much information. I recently had the chance to chat with Konami producer William Oertel about the Climax-developed title, to find out a bit about how the game ties into the Silent Hill world, how it will play compared to other series entries, and the challenges of making the game for the PSP platform.
Shack: Can you give us an overview of the game?
William Oertel: So, Silent Hill Origins. It's a prequel to Silent Hill 1. The main character's name is Travis O'Grady. He is a truck driver running his regular route, and eventually he gets trapped in Silent Hill. Because of what he's experienced in his own life--well, Silent Hill is all about character development, and what characters have to go through--so at this time, the town is ready for this guy, or he is ready for the town, so to speak. He finds himself in Silent Hill, and he will have to get out, so the player will explore the town, find different areas, and eventually escape. At the time time, they're also putting events in motion that tie in with Silent Hill 1. There are some characters that cross over: Alessa, Dahlia, Dr. Kaufmann are the primary ones. In that respect it's still pretty much a separate game, separate story, but it does reference the key events in Silent Hill 1, so it'll slot right in there.
Full Interview
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August 7th, 2006, 17:20 Posted By: wraggster

Heres the info:
Rockstar Games is proud to announce a partnership with Medicom Toy Company to produce a limited edition Kubrick line based on the award-winning Grand Theft Auto games.
The Grand Theft Auto Kubrick line has been in development for two years, with each figure lavished with the legendary attention to detail that both Rockstar Games and Medicom Toy Corporation are known for.
Following in the success of the Grand Theft Auto III Kubrick (released late 2005), we are proud to announce the release of the Grand Theft Auto: Vice City Kubricks.
Taking us all back to that decadent era of excess, the 1980’s, the Grand Theft Auto: Vice City Kubricks will feature:
• Tommy Vercetti
• Lance Vance
• Crime lord Ricardo Diaz
• Adult film star Candi Suxx
• Ken Rosenberg, scruples-free attorney
Available Fall 2006, the box set is limited to 3000 pieces worldwide, and will be sold exclusively through Toy Tokyo ( www.toytokyo.com) and Rockstar Games.
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August 7th, 2006, 16:29 Posted By: wraggster
Worried about the ability - or non-ability - to transfer PS2 save games to PS3, destroying the appeal of backwards compatibility action on Sony's new beast? Well, fear not - well, not too much - as the Japanese giant has confirmed in an official FAQ that punters will be able to stick old PS2 game saves (and, it appears, PSone game saves too) onto the next-gen console.
However, in its spillage of this slice of information in the FAQ, which is on Playstation.com, the company has stated that extra hardware will be required to move PS2 game saves to PS3 - due to the old memory cards not being physically compatible with the new machine.
In answer to the question, 'How do I save my PlayStation 2 Memory Card information to PlayStation 3?', Sony says: "To use saved data on a PlayStation 2 memory card, you must copy the data onto a virtual memory card within the hard disk. This requires a PS2/PSone memory card adaptor to copy the data to your PLAYSTATION 3. A memory card adaptor is designed to edit, up/download game saves to and from EMS flash card or smart media card."
Quite how we'll get our hands on this PS2/PSone memory card adaptor is - as there's no further official word on the product - currently a matter of debate. It may be offered out-of-the-box with PS3, or - and the cynic within reckons this more likely - it'll be offered as an optional purchase. We'll just have to wait and see.
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August 7th, 2006, 16:23 Posted By: wraggster
EA has released the first gameplay trailer showing off Medal of Honor: Heroes, its new exclusive PSP entry in the veteran WWII shooter series.
A brand new single-player campaign is promised for the PSP edition, although you'll apparently be replaying several lead characters from previous games in the series, such as Lieutenant William Holt from European Assault and Sergeant John Baker of Allied Assault Breakthrough fame. In addition, six different multiplayer modes are promised, with 20-plus "classic" playable characters on the roster, and 15 multiplayer maps supporting up to an impressive 32 players in wireless bouts.
We've no-doubt you've already spotted the screenshots we stuck up last week, so have a peek at this new trailer and let us know what you think in the comments section below. Medal of Honor: Heroes should be hitting the beaches before the end of the year.
News and Trailer at CVG
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August 7th, 2006, 16:22 Posted By: wraggster
Activision has deployed several new screenshots from the PS3 and Xbox 360 versions of Call of Duty 3, the publisher's WWII FPS sequel that's preparing to leap into combat later this year. Unleash your bleary Monday morning peepers and eyeball the offerings that we've launched on this here page.
Call of Duty 3 focuses on the Normandy Breakout, one of WWII's most brutal campaigns. The campaign saw Allied soldiers advancing across French soil in an effort to free Paris from the clutches of the German Army, following the D-Day landings in June 1944. In the sequel, players slip into the combat boots of US, Canadian, Polish and British SAS troops and take the fight to the Nazi war machine. Enjoy, we'll be bring you more on CoD3 shortly.
Screens Here
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August 7th, 2006, 01:54 Posted By: wraggster
71M has fired the first shot in the battle to be the winner of the NeoFlash 2006 Summer Competition, heres his first submission, firstly heres his release info:
Hi everybody,
Here's my entry for the PSP game programming competition, I hope you enjoy.
It's a remake of an old classic XBox 360 game, see if you can guess which one!
You can download it here.
In game controls :-
Analog stick = Steer ship
Left trigger = Thrust
Right Trigger = Fire
Triangle = Smart bomb
Hiscore controls :-
Left trigger = Delete letter
Right trigger = Enter letter
Cross = Accept name
There are a few things missing at the moment, but I'll post an update sometime in the week.
Cheers,
71M
Awesome news and a Nice looking release, we wish him and all well in the comp.
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August 7th, 2006, 01:22 Posted By: tsurumaru
From strmnnrmn's blog:
http://strmnnrmn.blogspot.com/
LOL I just realised I should have summarised the post for the tldr crowd.
Basically R7 looks like having greater compatibility, more speed increases, and if all goes well the new release will be out by next weekend. 
For those of you who like the juicy details:
More R7 Optimisations
It's been a while since my last post, but I've still been hard at work with various optimisations for Daedalus R7.
Although my main focus is on improving the dynamic recompiler, I've been looking at optimising a couple of other areas that I noticed were fairly expensive. The texture cache is one of the areas that I spent time tuning this week. This cache is used to avoid converting textures from the native n64 formats to psp formats every frame. I made a couple of fixes to improve the hashing function which gives much faster lookups in certain situations (such as tiled backdrops). I also provided an option to change the frequency at which the texture cache checks for updates to the textures. Many roms look fine when this check is entirely disabled, and this can give quite a nice speed boost.
My main focus has continued to be on the dynamic recompiler. I've made a couple more bugfixes in this area. One bugfix involved detecting when roms were using self-modifying code. The fix involved dumping the contents of the dynarec cache so that the code is correctly regenerated for the updated instructions. This fix solves a couple of issues I was seeing with Quest64, and I'm sure it will help improve compatibility with a number of other roms too.
The other dynarec issue I fixed was related to the way I was handling certain types of branch instructions. The MIPS processor has a set of 'branch likely' instructions which work slightly differently to regular branches and so I handle them separately in the dynamic recompiler. It turned out that I had forgotten to link together code fragments when they exited through a branch likely instruction. This fix gives a nice little speedup.
The biggest bit of new development I've been doing on the dynarec is on optimising for various situations where I can determine the contents of a given register at the time I'm compiling the code. As an example, many roms use the following sequence to load an integer value from memory at a specific address:
LUI $t0, 0x8033 // Load Upper Immediate - i.e. load t0 with 0x80330000
LW $t0, 0x1234($t0) // Load Word - i.e. load t0 with the value at 0x80331234
Previously I'd generate code for both of these instructions on the PSP. The LUI instruction is easy (if t0 is cached on the PSP then this is just one instruction). The LW is a lot more tricky. I have to call a function to convert the address on the n64 (0x80331234 in this case) to the address in the emulated memory on the PSP. Then I have to read from that address, or trigger an exception in the emulator if the memory address is invalid.
With the changes I've just made, when I encounter the LUI instruction (or other instructions involving loading constant values into registers) I keep track of the fact that I've loaded t0 with 0x80330000. When I come to process the LW instruction, I can now determine that the desired address is 0x80331234. I can then map that address directly to the required location on the PSP, avoiding a function call in the generated code. By avoiding the function call I no longer need to flush cached registers back out to memory. Also, because I can tell in advance that the address lies in RAM (and isn't referencing a hardware register for instance) then I can also omit the code testing for an exception. Finally, in situations like the example above, I can don't need to generate any code for the initial LUI (as the register is immediately overwritten with the loaded value.)
In summary this is a very nice optimisation - it generates fewer instructions (reducing the size of the dynarec code), it avoids unnecessarily flushing out cached registers, it avoids generating exception handling code, and it can eliminate redundant instructions (the initial LUI). In the best case, for 2 source instructions it will generate just 3 output instructions, compared to 12-13 for the unoptimised case.
Unfortunately this approach only works with load and store instructions where the address can be determined in advance, but from the roms I've examined so far around 10-15% of the load/store instructions can be optimised in this way, which is enough to give a measurable benefit.
I'm going to spend the rest of this week seeing which other parts of the dynarec engine can benefit from similar approaches. I have a couple of other features to implement (configurable controllers etc), if that all goes to plan I'll try and prepare R7 for a release next weekend.
-StrmnNrmn
Please see page 4 for the update. Thanks - Tsu
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August 6th, 2006, 23:50 Posted By: wraggster

Im sure you have all heard about the DS Lite Case Cracking problems but im here to talk about the problem with the sticky right shoulder button on the PSP.
Ive had my 2 PSPs for near on 18 months now (might be longer) but they dont get much usage as im always doing webwork or playing on other consoles.
But when i do play with them the Right Shoulder button is becoming a real pain with sticking, so much that on some games it renders the game unplayable, i did some ivestigation and found the same button on my homebrew PSP did the same and infact it was worse.
Is this just a problem for me or is the stickyness of the Right Shoulder button a serious problem.
Answers and Feedback Via Comments
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August 6th, 2006, 23:37 Posted By: wraggster
A New release of the 3D Engine for the PSP by LTE Studios, heres whats new:
Bug Fixed:
- A buffer overflow was making psp crash
Updates:
- Improved the engine virtual mouse and keyboard
- Added three new style for the fps camera,
- added the audio driver for audio playing.
Download HERE
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August 6th, 2006, 23:29 Posted By: wraggster
New release of the Homebrew Web Browser for the PSP by RAF
Heres whats new:
NEW FEATURES
(raf) Cookie save/restore patch from cvs.pld.org.pl/SOURCES/links2-cookies-save.patch?rev=1.2 applied.
(raf) Merged to 2.1pre23 See Changelog.orig
(raf) Made psp_bb_to_fb_factor a configurable parameter in links.cfg (default=1, set to 2 to enable zoom mode)
(raf) Also changed default font to 12 from 24. (Change to 24 in html.cfg if want to use zoom mode)
BUG FIXES
(raf) Reverted UP/DOWN behavior (user requested). (R+UP/DOWN still does page up/down, though).
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August 6th, 2006, 23:13 Posted By: wraggster
Heres an excerpt:
As if working on Every Extend Extra wasn't enough to keep a man busy, Q designer, director and planner, Reo Yonaga, has not one, but two versions of the little-known puzzle game, Gunpey, in the works. Originally released for the import-only WonderSwan back in 1999, Gunpey is a quality puzzle game that never really got a fair shot, due to the simple fact that the system never saw a domestic release. Still, as with Every Extend Extra, Yonaga (a die-hard fan of Game Boy creator Gunpei Yokoi) saw plenty of potential in yet another previously established concept, and thought it would be the perfect game to reimagine, Q-style.
The basic premise, as with most of Q's games, is disarmingly simple. A variety of angular shapes and bars ascend over five vertical columns. Your sole task is to push up or drop these shapes in order to connect a complete line from left to right. It seems a simple enough task, until you actually begin to play. While beginners can manage a connected row ably enough, as the tempo increases, and as the shapes begin to fill the screen, dropping bars and managing each of the five columns becomes challenging work. Players can flip-flop a shape, similar to how you can vertically switch blocks in Q's puzzler, Meteos. If the piece you need to complete a line is farther down the column than you'd like, you can bring it up, and flip the desired line with whatever happens to be above it, forcing the other one lower. Your game ends if you allow the lines to reach the top, a la Tetris and most puzzle games.
Full Article
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