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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 2nd, 2006, 15:30 Posted By: wraggster
SNK Playmore could wait as long as four years before releasing a PlayStation 3 game, despite having already pledged titles to Nintendo Wii.
"My first impression is that it's expensive. The PlayStation 2 is good enough. It's small and cheap. For us, for manufacturers, we have to invest in a new system, and the PlayStation 3 is a risk," overseas marketing manager Yoshihito Koyama told gaming blog Kotaku.
"There won't be enough consoles at launch. Few consoles mean few software sales. We need to wait three or four years. Maybe 2009-2010 is a good time to release a game for the PS3."
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SNK Playmore, whose games are published in the UK by Ignition (and, under the terms of an agreement announced Monday, distributed by Atari), has previously said that it plans to support Nintendo Wii.
It's already planning a Metal Slug Anthology, based on the popular 2D shoot-'em-up, and president Ben Herman said the company wanted to use the Wii controller's "in a new and unique way that enhances the gameplay".
SNK's take on the other next-gen contenders, Sony and Microsoft, was previously unknown, although a recent deal with Ignition to publish future titles in the UK was worded to cover next-generation projects in addition to the likes of KoF: Maximum Impact 2 for PlayStation 2.
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August 2nd, 2006, 15:29 Posted By: wraggster
Rockstar Games has confirmed that Bully - subject of much controversy - is still set for release in 2006.
"Bully's very much still in development and slated for release later this year," a Rockstar spokesperson told us.
Although very little has been seen of the Rockstar Vancouver game, it's still managed to follow GTA into the pages of the tabloids thanks to widespread criticism from hair-triggered politicians and publicity-hungry lawyers.
This despite a relatively light-hearted premise - a troublesome schoolboy standing up to bullies by pulling pranks.
Rockstar has remained fairly quiet about it, but development has continued undeterred. "We hope to be showing it to people soon," a spokesperson told us.
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August 2nd, 2006, 15:26 Posted By: wraggster

Divineo China have posted this news:
We have added more models of Base and Value pack of Sony PSP, with great deal on products like Base Pack (JAPAN) *WHITE* with a low price and compatible with Euro UMD zone!
They are selling for 198$ which is around 105 pounds for those interested.
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August 2nd, 2006, 15:18 Posted By: wraggster
EA has said it expects to have four to five games out for PS3 between the console's launch and the end of the year, confirming at this stage three of the titles: Need for Speed Carbon; Madden NFL 07; and Tiger Woods PGA Tour 07.
Discussing its launch games line-up for Sony's next-gen console - during a conference call held with media and analysts yesterday - the company also admitted, while fielding a question on Xbox 360 versus PS3 technical capabilities, that it's extremely unlikely that the initial wave of titles will do PS3's hardware justice.
"This Christmas, it's going to be difficult to harness the full power of the PS3 on first generation software versus what will be second generation 360 games, so they're going to be more alike than different, is our opinion at this time," an EA exec commented.
They continued: "As those machines develop over time [...] there's a lot of horsepower inside the PS3 that we'll be able to unlock over years two, three, and four that we're very excited about."
EA additionally took the opportunity to touch on Wii and DS during the conference call, revealing plans to boost focus on both machines. "We're definitely going after those platforms", the publisher revealed, "...we have ramped up [game] production for the Wii and DS Lite". It added: "In terms of relative investment on the Wii and the DS, we are moving resources against those platforms to increase SKU count."
The publisher went on to say, however, that it only expects to have a couple of titles out for Wii's launch period - Need for Speed Carbon and Madden NFL 07 - and a total of five released by the end of the company's fiscal year - March 2007. It's possible that EA's Wii games will retail at $49.99 in the US (apparently, Nintendo has indicated that first-party Wii games will not retail for more than this amount over the pond), but that remains to be confirmed.
Reportedly, EA didn't have an awful lot to say about Xbox 360 during the conference call, chairman and CEO Larry Probst simply stating, "We're pleased to be the leading publisher on the Xbox 360".
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August 2nd, 2006, 08:43 Posted By: BrooksyX
Here is the second release of my LUA game:Sonic Adventure 2D.
It is still kind of a proof of concept but the next release will be very playable.
If you have any suggestions or find any bugs please let me know.
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August 1st, 2006, 22:44 Posted By: crait
ok dudes,
Second release of my lua game; Kirby's Lua Adventure
its pretty fun for a young version
you can walk, and urm... crouch
oh, and hurt yourself lol
here's a changelog
alpha (0.1) (not public)
main menu, credits page, movement of character (left and right), background, and eboot graphics
0.2 beta
added life bar, added game over alert, added functions page, added R function (self inflict damage)
also added Change-log
0.3 beta
added todo file, updated the credits page, modified the Change-log, fixed Kirby's movement bug, add a rect behind health (as a status bar), added lives, and changed game over alert, added a more graphical lifebar, added crouch(though you cannot get out of it), also included new screenshot within the zip, i also added jumping but you cannot use it yet i have to fix it
grr and i have to fix the walking animation back to how it was
guh
a todo
change button sinsetivity
fix jumping
add floating
fix walking animation again
fix crouching
add opening 'movie'(skipable)
add enemies
add animation
add food
add bosses
add level select stage
add sound
add flying
add sucking
add punching
and take away hurt yourself
add different abilities
possibly a two player type deal? like arena or something
here's a screenshot!

here's a link to my dev thread
http://www.freeibforums.com/forums/i...n&showtopic=11
i highly recomend that you join this site!
and my alternate one!
http://homebrew-station.amidal.com/v...903fe28f033872
I also highly recomend you join this one!
and finally here is my file
8426
and you know by using this that you cannot blame me if anything goes wrong
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August 1st, 2006, 22:03 Posted By: motormaniac
Hi everyone,
I finally finished the 2.0 version. I decided not to release version 1.5 due to hardly any updates.
This update includes
a bunch of new games and apps
Pic your own skin.
Pictures for links.
New design...sorta
New Video
May be slow due to size.
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August 1st, 2006, 21:17 Posted By: wraggster
Some excellent news and screenshots thanks to Jar Jar and GTA Portable.com
Heres the news:
The first details and screenshots came today from the Australian version of the Gamepro magazine . You'll be playing as Victor Vance - Lance's brother.
Victor, and his brother Lance, will be playing a big part in Vice City Stories. He's seen in the opening scene of GTA: Vice City, as he get killed by a SWAT team.
• The game takes place in 1984 - two years before GTA: Vice City
• Victor is a 28 year-old US Marine
• Players can now take on the water of Vice City With jet ski's!
• The animations are more life-like and is a ''step-up from previous titles in the series''
• A multiplayer feature similar to the PSP version of LCS is in the game
• VCS is ''much, much bigger than Vice City''
• Some landmarks are half-built or yet to be refurbished to their state circa 1986
• There's new or altered locations and buildings
• All new vehicles and weapons
• You can fly helicopters!
• Radio stations from Vice City make a return
• New weather effects that could include hurricanes
• You can swim in the game!
• Bikes handle better than before
• There's also no more seamless exterior-to-interior gameplay as seen in LCS (There'll be a slight loading time)
• A new addition in Vice City is the chunder-wheel, which you can ride in first-person view!
• Binoculars is in the game
• LCS is ''rookie first-gen PSP title compared to VCS''
• Draw distance is great and is said to be better than Vice City on PS2
• Trip skips make a return (If you die or get busted a taxi will take you back to the location where you received the mission from)
• New animations which give both the lead characters and pedestrians a whole new degree of humanity
• Far richer color palette that brings sunsets to all new levels of beauty, and realism
• Increased density of pedestrians, cars and objects
• Reduction in clumping (where groups of the same model type appear together)
• Far more interiors that its predecessors
• So far there's no word on character and vehicle customization, aswell as wall climbing
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August 1st, 2006, 19:59 Posted By: wraggster
We havent heard publically from our resident coder PSmonkey for a while but today he posted some great news for his PSP Scene followers, heres the news from his site:
Nothing to write home about but you guys kept saying you would like to see larger roms like zelda run.
So see attached images.
Again this is not a big deal since daedalus already suports large rom and runs faster. I more just did this after playing dk64 and caving in to see if it or zelda would actualy run on m64. Well the results is that both zelda's run (but have a scale bug, probably from cop1 rounding ops), Ridge racer 64 runs, DK64 hangs (I though it was 64k eeprom but its not), Resident Evil 2 hangs (same as DK64, it just keeps looping), Rayman 2 crashes (shows ubi logo then hard psp crash). Also games over all run like shit if they read all over the rom in a single frame since my rom cache is too large and I only keep 1 block (thinking doing 4 1MB blocks or 8 512KB blocks, currently 1 4MB block).
Anyways enjoy the shots. This does not mean a new m64 build is comming soon. I am really busy with my compo entries (Actualy behind somewhat). I just was more currious and thats about it for now.
Seee... M64 is still not dead!
Its great to see some new progress from one of DCEmus Finest, show your encouragement and check out the new screens at his site here --> http://nemo.dcemu.co.uk
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August 1st, 2006, 19:48 Posted By: wraggster
News from Lik Sang

When the classic hero-saves-princess tale Ghosts'n Goblins (Makaimura in Japan) originally hit the Arcades in the mid-1980s, gamers were first introduced to Capcom's notion of a demon-populated underworld that at the time felt like a dark, interactive cartoon. Soon the side-scrolling platformer got released on the NES and versions for other systems appeared. Ah, sweet retro memories of pushing the stick fast in the direction of where Arthur the Knight was facing to increase weapon speed (worked like a charm on the Commodore 64 version with the then unrivaled Competition Pro Joystick!)... Due to the ingeniously straightforward, but challenging gameplay the series produced one smash hit after the other with the sequels that followed later: 1988 saw the release of Ghouls'n Ghosts and finally Super Ghouls'n Ghosts aka. Cho Makaimura (designed for the SNES) hit the videogames market in 1991. Over the years, our main hero was blessed with many upgrades, like new moves, weapons, armor and magic power ups.
A brief history of one of the most beloved Jump'n Shoot franchises behind us, the future of Arthur (while still running around in underwear when suffering a blow) is here, with Goku Makaimura (Extreme Ghosts 'n' Goblins) representing an exclusive PSP edition of a true Capcom legend. None other than Tokurou Fujiwara - the original's creator - holds responsible for directing this maxed-out masterpiece. Now making use of a 3D graphics engine, being true to the glorious past with a side-scrolling layout, Goku Makaimura includes more spells and weapons than ever before and offers non-linear gameplay. An authentic example of revisiting a retro gem and reshapening it to be rewarded with a current classic in its own right.
As the US version is still a longer while off, we recommend getting the Asian copy of Goku Makaimura (Extreme Ghouls'n Ghosts) now, which is in stock today. All pre-orders have already been taken care of and new orders are leaving our warehouse within 24 hours for only US$ 49.90 (shipped!). While import gamers appreciate our Free World Shipping promotion, it's also reassuring that you can play this game (like all PSP titles) on any PSP system bought wherever globally. Couldn't be easier, you just gotta love this handheld's true region-free capability.
Much More info and screens at the link above
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August 1st, 2006, 19:22 Posted By: wraggster
Q Entertainment has released a new trailer for Every Extend Extra, its PC-adapted PSP music puzzler which hits the Land of the Rising Sun tomorrow.
E3, as Q likes the game to be known, is Tetsuya Mizuguchi's own adaptation of PC shareware game, Every Extend. The game tasks you with guiding a 'cursor' around the screen avoiding enemies, and then strategically self-destructing to take out as many block-shaped nemeses as possible. If the game turns out to be anything as addictive as Q's other PSP puzzler, Lumines, then we should be in for a highly gratifying puzzling treat.
Every Extend Extra is currently penned for release on our shores on October 27, but look out for our import review, coming soon.
Trailer and News at CVG
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August 1st, 2006, 19:20 Posted By: wraggster
A new gameplay trailer has been released showing offf Tetsuya Mizuguchi's puzzle sequel, Lumines II, which drops onto PSP later this year.
For those who've missed out on the acclaimed music puzzler, it's a bit like playing Tetris on top of a blaring beatbox, and about as addictive as chain-smoking cigarettes laced with chocolate. We're sure you'll get the gist of it after watching this video - just don't play it on the train unless you want to end up missing your stop.
Lumines II is due out in Q4 2006.
Trailer and News at CVG
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August 1st, 2006, 19:18 Posted By: wraggster
A job listing for the position of PS3 programmer appearing on Crytek's website is causing us to speculate that the dev's gorgeous PC FPS Crysis could be porting to Sony's new console. One of the responsibilities attached to the position, you see, is "Cross platform code development", while "Experience with next generation cross-platform development" is a requirement.
But the speculation could be purely crazy, and Crytek's PS3 construction could very well turn out to have nothing to do with Crysis at all. The studio has recently stated that it has several "vastly different" games in development at its Frankfurt headquarters, and speaking to us Crytek also gave firm word that Crysis would be a PC-only title. It wouldn't tell us naughty fibs now, would it?
Either way, if a console port does turn out to be in the works, it's unlikely we would see it anywhere near the launch of its PC counterpart, considering Crysis is due out in the first quarter of 2007 and the studio is only just advertising for PS3 programmers.
We'll let you know if any more info on Crytek's console development surfaces.
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August 1st, 2006, 11:30 Posted By: crait
First release of my lua game; Kirby's Lua Adventure
basically all you can do is walk, and veiw the credits and controls
oh, and hurt yourself lol
here's a changelog
alpha (0.1) (not public)
main menu, credits page, movement of character (left and right), background, and eboot graphics
0.2 beta
added life bar, added game over alert, added functions page, added R function (self inflict damage)
also added Change-log
a todo
add stats table at the bottom of the screen
add enemies
add animation
add food
add bosses
add level select stage
add sound
add jumping
add sucking
add punching
and take away hurt yourself
add different abilities
possibly a two player type deal? like arena or something
here's a screenshot!

here's a link to my dev thread
http://www.freeibforums.com/forums/i...n&showtopic=11
i highly recomend that you join this site
and finally here is my file
8411
and you know by using this that you cannot blame me if anything goes wrong
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August 1st, 2006, 03:23 Posted By: PSPdemon
Hi again,
Back to release another map based off of a secret map in Golden Eye 64 called "The Citadel"
If you want to know more about this map that I speak of... here is a link
http://goldeneye.detstar.com/citadelfound/index.asp
as far as completion goes, its still in its early stages,
Bascially, it has no lighting, texture issues ( because of a missing colors problem", and clipping issues as well.... but..... when a new version of IRIS comes out, OR when the new FPS from him comes out ( which ever comes first ) I will fix the map.
--Bugs Known---
---certain areas of the map are clipping wierdly....for instance walls and floors that are suppose to be there....are not.
---textures are not apearing as they should....( lost colors bug )
--Add in future--
---Lighting
---Characters to go with the map
---Finish off the second floor
Here are some pics...


Hopefully.....when iris's bug's are fixed......i can make it look like somthing like this....

Anyway,
Thanks for Everything,
PSPdemon
P.S.
Also, for all the latest developmets make sure to stop by and visit my site at http://pspdemon.dcemu.co.uk/
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August 1st, 2006, 01:52 Posted By: A Fn NOOB
Inspired by 'Deniska', I decided to make a cable to interface a GPS reciever I had collecting dust for some time. Its the Pharos GPS-360 with Microsoft branding; packaged with Streets & Trips 2005. It uses the SIRF-II chip, and communicates with the PSP at the same voltage (2.5V), and (default) protocol (4800 8N1 TTL) as the PSP. These units can be found new and used for dirt cheap
From the research I have done, any GPS can be interfaced with the PSP. Some units however would require more hardware/software modifications than the SIRF-II based GPS recievers.
If anyone has any questions on the particulars of how to do this, I will happily post more details of the pinouts, and the version of deniska's GPS-Viewer that I compiled to work with 4800-baud GPS units. (By far the most common speed)
Pin 1 RXD
Pin 2 GND--------------------------{}-------> Pin 2 on PSP
Pin 3 TXD--------------------------{}-------> Pin 6 on PSP
Pin 4 GND--------------------------{}-------> Pin 2 on PSP
Pin 5 VCC<--(3.5-5.5VDC input<-
Pin 6 Unused |
|
Battery + ---------------------------|
Battery - ------------------------{}-------> Pin 1 on PSP
Never use wire colors. I think that some mfgrs switch up the
colors to f*** with people. For instance, my PSP remote
cable's wire colors do not correspond to the ones at lua.org,
or any other place Ive seen. Youve got to use an ohmmeter or
whip up a simple continuity tester with a battery and light
bulb, so that you can write down which color wire goes to
which pin.
Im just going to tell you how I powered the GPS, although
there are several ways to achieve the same result. (You could
power it from the PSP battery if you wanted to, but not from
the serial port as it only supplies 2.5V DC)
http://i89.photobucket.com/albums/k2..._NOOB/psp2.jpg
I used DB9 serial connectors (Like the ones on a joystick port
from an Atari 2600 or Commodore Vic 20/ 64) and connected all
the wires from the PSP to a female DB9. I then took my 4 wires
from the GPS and hooked in TXD and GND, GND to a male DB9. I
wired a Motorola Lithium battery from an old cell phone (2 yrs
old is OLD for a cell phone nowdays eh?) to feed VCC on GPS.
The negative from the battery can be hooked to your other
grounds (pins 2 & 4 @ GPS,to 2 on PSP). What I did, however,
is wire "-" from the battery to PIN 1 of the PSP. This
way,the GPS is only powered when the connector is plugged in
to the PSP and not powered all the time.
I suspect there may be a way to turn power on and off via
software but not sure yet. (By interrupting GND)
Another reason for the Moto battery is that it's very
thin,rechargeable,and has an embedded protection circuit on a
little PCB inside. (dont ever throw away any old electronics)
I couldve done a neater job with this cable but its sturdy.
If you dont want to cut up your USB cable for the GPS, do a
search on "Jornada" I think it is, its a PDA that uses the
same connector, I got one from a site called Gomadic, but that
was 2 yrs ago or so. Id like to find some of these PSP serial
connectors somewhere.
I soldered all the wires to the db9 connectors, and used a bunch of heat shrink tubing to keep the wires from shorting to each other. You could make a dedicated connector if you cut up a psp-remote cable and a "Jornada" connector.... but soldering the wires is the only way its going to hold up under any stress at all.
It seems like a lot of people have a phobia about using soldering irons. Just buy one and practice on some old electronics by desoldering components and soldering them back up. Theres plenty of material on the internet about how to solder.
And you dont have to solder anything on your PSP, or GPS, its just at the cables. [And no resistors]
Thats the piece going from the PSP-remote connector to a DB9. It has a shield, and I beefed up the white cable by putting heat shrink tubing over the wire and the molded plastic "shoulder". The shield has a clamp inside to keep the wire from pulling out.
I havent put a shield on the other wire going to the GPS & battery because Im am going to make a multipurpose connector in an Altoids tin so that I can interface the PSP with other serial devices, and also have the Motorola battery supply power to the PSP if needed.
Attached Images
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August 1st, 2006, 01:15 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.
To play PSPMaster you will need a PSP with the firmware 1.5 installed. To install, just download and decompress the file "pspmaster.zip" to the root of your PSP memory stick.
Changing PSPMaster language:
PSPMaster read menu strings from a script file. These files are in languages directory. To create a new language just translate the strings in the file "english.c" using a simple text editor like Windows Notepad.
Changing the default theme:
You can change the default emulator font by changing the script file "theme.c" in theme directory. The background image displayed in menus is in the file "bg.bin". You can create your own background image by using the background generator.
The background generator convert a windows bitmap file into a PSPMaster background file.
Heres whats new:
v0.0.3b:
- Fixed a bug in the Master System background render code.
- Fixed a bug in the state files.
- Fixed a Game Gear screen shot bug.
- User can select the language file from the main menu.
- Start to rewrite render routines in assembly to gain some
speed. Function Render_UpdateBgCache() done.
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August 1st, 2006, 01:11 Posted By: wraggster
Jeremy1026 has updated his Yahtzee game for the PSP, heres whats new:
Updates in this version include bug fixes and minor sound additions. Bug fixes include not scoring certian 'Three of a Kind' and 'Full House' roll patterns. As always, for more information refer to the readme.txt.
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via jeremy
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August 1st, 2006, 01:05 Posted By: wraggster
DreaDNoughT & kid101skater have released a new version of the game starring Mario where he has to catch falling PSPs, although hes more likely to laugh when one smashes.
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August 1st, 2006, 01:01 Posted By: wraggster
News via PSPFanboy
Fanboys love the numbers game, because nothing tells you the quality of a system like the profit margins of a multi-billion dollar corporation. Sony revealed that as of a week ago, 20 million PSPs have been shipped worldwide. Mind you, these are not representative of sell-through numbers, but it is impressive nonetheless. You can see that the PSP is far more successful in the American and European markets than in the Asian ones (Note: JPN includes shipments to the rest of Asia). Although the PSP has been successful, it appears that Sony's not meeting its own sales expectations: you may remember that Sony anticipated shipping 20 million PSPs in 2006 alone. In order to do that, it'll need to ship 15 million more by year's end. Will the Christmas season prove to be the injection of sales Sony's looking for?
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