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July 28th, 2006, 16:33 Posted By: wraggster
A Japanese analyst posted this news:
Developers may love it, and many gamers seem to have already warmed to it, but that won't stop Nintendo's Wii finishing behind Sony's PlayStation 3 in the next-gen battle. That's the view of Yuta Sakurai, leading analyst at Nomura Securities in Tokyo, who has suggested that the PS3 will outsell the Wii by a bulky 60 percent. By 2011, he believes PS3 will have shifted 71 million units, compared to an estimated 40 million units for Wii at the same stage.
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July 28th, 2006, 16:22 Posted By: wraggster
CKemu posted this on the official PS2 emu for Windows site:
Final Fantasy X: 35-128 FPS
Grandia 3: 37-60 FPS
...Yes you read that correctly, and no it's not April 1st!
WAIT!!..Okay so you knew there would be a catch
MTGS (Multi Threaded GS) has recently become much more stable thanks to zerofrog and his recent improvements to zeroGS (a GS plugin for PCSX2). MTGS allows for people with Dual Core CPU's to run PCSX2 at significantly improved speeds by putting the graphics side of PCSX2 onto a seperate core.
zeroGS itself has also gone through a major overhaul, making it significantly faster, even without the use of MTGS, so the Single Core crowd will also see a speed boost via this plugin!
zeroGS offers more features in the up coming release, with improved AA, wireframe mode, video recording, bilinear filtering and pre-defined resolutions to choose from.
So whats the catch? Well zeroGS requires Pixel Shader 2.0, so you need a graphics card capable of this shader model (I recommend the GeForce 6600GT for budget users).
The other catch is somewhat obvious, you will need a Dual Core CPU to support MTGS mode, eg; AMD X2's, Opterons and of course the new Conroe.
So when does this new zeroGS come out? Well for now no ETA, and please don't be nagging us about it!
Enough of the text, lets move onto my favourite section - eyecandy!
The shots where taken on the following spec machine:
Opteron 165 1.8Ghz @ 2.5Ghz (9x280)
1Gb DDR550 Dual Channel @ DDR560
Gainward BLISS 7900 GTX 512Mb
SoundBlaster Audigy 4
Note FPS is reduced by ~50% in these shots because they where taken with Bilinear Filtering, and 4xAA enabled:
Screens Here
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July 28th, 2006, 16:13 Posted By: wraggster
News from the Register:
Sony will today launch its PlayStation Portable-oriented Wi-Fi hotspot network, though with only 11 sites, perhaps 'network' isn't the right word, particularly given the 7,500 hotspots that are part of rival Nintendo's Wi-Fi Connection for the DS.
PlayStation Spot is centred on game retailers in London, Milton Keynes, Bristol, Birmingham, Manchester, Leeds, Glasgow and Edinburgh. The service provides PSP owners with a way to download content, including games demos, songs, videos and pictures. The material is only available via PlayStation Spot.
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July 28th, 2006, 16:10 Posted By: wraggster
While the consumer electronics and content industries worry that the battle between Blu-ray Disc and HD DVD will set company against company to the disadvantage of all, Europe's antitrust officials appear to fear that having two rival high-definition video disc formats isn't competition enough.
To whit, the European Commission has asked the consortia behind both technologies to detail their intellectual property licensing terms, the BBC reports.
The EC is seeking reassurances that neither group will restrict access to their technologies, either to hardware makers or to disc suppliers. Not that they're likely too - successfully winning the hearts and minds of consumers will largely depend on widening access to a given format as much as possible.
With the exception of an HD DVD-equipped notebook from Toshiba, neither next-generation optical disc format has yet to be launched in Europe, though that's likely to change before Christmas. At the very least, Sony will be pushing its PlayStation 3 as a Blu-ray player when the console launches in November.
In a statement, Sony said the EC gave it no indication that the organisation is investigation any complaint into the new formats, or that officials have any specific antitrust worries.
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July 28th, 2006, 15:44 Posted By: wraggster
New from Play Asia:

With its comfortable, over-the-ear design and snazzy hi-tech look, Communicator Headset for PSP is an essential purchase for gamers on the move. It’s fully WiFi-compatible too; the ideal companion for Datel’s own WiFi MAX.
Communicator Headset works with any PSP game with voice chat. With a microphone positioned near your mouth and an earpiece for crystal-clear sound, Communicator Headset lets you bark out your orders or taunt your opponents as you play.
Take Sony’s brilliant SOCOM: US Navy Seals Fireteam Bravo. During online play, it’s essential that you communicate with the rest of your squad. Plan your strategies, warn your comrades in arms of impending danger and make sure everyone is doing the job they’re meant to be doing. With Communicator Headset, you can hear every word your buddies utter, and your own instructions are never lost in the heat of battle.
With more and more Sony PSP games making use of microphone communication, and for those inevitable occasions where listening to the in-game sounds is the only option, Communicator Headset is the ideal choice.
More info / buy here --> http://www.play-asia.com/SOap-23-83-...j-70-1d0b.html
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July 28th, 2006, 15:41 Posted By: wraggster

News from Playasia:
Enterbrain and Capcom's cooperation continues with yet another Capcom related special issue of Japan's number 1 video game magazine publisher. The Famitsu PS2! No. 8/25 PSP Special Vol.5 contains PSP™ footage on a total of 68 pages, including previews of upcoming games.
The special issue further ships with a UMD™ disc featuring playable demos of Capcom's upcoming PSP™ games Power Stone Portable, Goku Makaimura and Capcom Classics Collection (1943).
The Famitsu PS2! No. 8/25 PSP Special Vol.5 is in stock today, available as long as supplies last at US$ 18.90 only.
More info / buy here ---> http://www.play-asia.com/SOap-23-83-...9-en-84-n.html
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July 28th, 2006, 15:33 Posted By: wraggster
First, the good news: Sony is profitable again, beating expectations with its most recent earnings report. For the quarter ending June 30, 2006, the electronics giant reported net income--what laypeople like to call "profit"--of 32.29 billion yen ($279.4 million). The figure was a massive improvement over the same quarter in 2005, which saw Sony take a 6.58 billion yen ($56.9 million) loss. The company credited its turnaround to strong sales of digital cameras and improved currency exchange rates.
Now, the bad news: Sony's financial gains were hindered by a big shortfall at its game division, Sony Computer Entertainment. The department saw a year-on-year decrease of 29.1 percent in revenue, dropping from 172.8 billion yen ($1.5 billion) to 122.5 billion yen ($1.06 billion). In turn, SCE's operating loss ballooned by 20.9 billion yen ($181 million), going from 5.9 billion yen ($51.1 million) to 26.8 billion yen ($232.1 million).
One factor in Sony's misfortunes was its current-gen platforms. The PlayStation Portable was a bright spot, seeing a year-on-year increase of 4.2 million units in quarterly software sales to 9.1 million units. However, PSP hardware sales were down a modest 70,000 units to 2.02 million units. Quarterly PlayStation 2 hardware sales fell much further, sinking nearly 1 million units to 2.54 million. Software for the console was also off, falling 2 million units to 33 million.
But while the PS2 and PSP's fortunes were mixed, they at least brought revenue into Sony's coffers. The same can't be said for the yet-to-be-released next-generation console, the PlayStation 3, which was, by Sony's own admission, a financial sinkhole. "The [quarterly financial SCE earnings] deterioration was due primarily to the recording of charges associated with the preparation of the launch of the PS3 platform, in addition to continued high research and development costs associated with PS3," said Sony in its earnings report. The company did not give specific financial figures for R&D costs for the PS3, which will ship worldwide in mid-November.
[UPDATE] But while (obviously) no PS3s are in the retail channel now, that will soon change. As part of its report, Sony repeated that it plans to ship 6 million units of the next-gen console during its current fiscal year, which ends on March 31, 2007. During that same period, the company says it will ship 10 to 11 million PS2s.
Sony's forecast added to analysts' resurgent optimism about the game industry. "We believe that the prevailing negative sentiment in the sector is beginning to wane somewhat ahead of the launches of Sony's PS3 and Nintendo's Wii," said Lazard Capital Markets senior researcher Colin Sebastian. "While a slowdown in current-generation product sales is still possible in [the second half of 2006] as consumers await the release of new hardware, we note there are a few offsetting tailwinds, including a stronger software release schedule and easing year-over-year growth comparisons."
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July 28th, 2006, 15:00 Posted By: wraggster
News via Eurogamer
Ready At Dawn, the studio behind rather excellent PSP adventure Daxter, has confirmed that a second game for Sony's handheld is already in development.
In an interview RAD president Didier Malenfant said: "We're working on a new PSP game which is using a licensed property. Just like Daxter, it's a project we pitched to the people who owned the rights to the property as opposed to having a publisher come to us with an idea.
"Just like Daxter, it's our very own take on the licence and I'd be very surprised if this doesn't become one of the most anticipated PSP game when it's announced," he added.
The new game is "already light years away from what Daxter achieved in terms of performance," according to Malenfant.
"We're going to push the limits once again with this game, and I'm very excited about this."
Malenfant also confirmed that the engine RAD used to make Daxter is now being licensed to third parties. "The response has been awesome so far, especially when the developers realise that the best part about it is not just the rendering engine but the complete content creation pipeline that we provide with it.
"We're calling it the "Ready At Dawn Engine"," he stunningly revealed.
There's no word on when the new game will be released, which is hardly surprising since they haven't said what it's called or which licence its based around. But we'll keep you posted.
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July 28th, 2006, 14:48 Posted By: wraggster
New from Divineo China

The Powergy5 is an extra or replacement AC adapter for your PSP, at a low price. It holds all the safety stamps such a product required, and is ideal for people often playing in 2 different places, no need to carry around the AC adapter anymore!
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July 28th, 2006, 14:30 Posted By: wraggster
There's few things we like more than spanking our plank of a morning here on CVG, and sometimes we even follow it up with a spot of Guitar Hero as well (badumtish!). However after playing the original 'till our fingers bled, we're more than looking forward to additional axe-wielding mayhem with the advent of Guitar Hero II later this year.
You should too, given this array of fresh screens which have just erupted into our Friday morning, suggesting part deux will be even more saucy looking than GH I - we can almost see the queue of groupies stretching around the block, as we lovingly caress screaming melodies from our axe of justice. Ahem.
Still, pretty screens aside, GH II will undoubtedly be all about the finger-numbing, axe-shredding gameplay and we'll be warming up our digits with some Satriani-like arpeggios in anticipation of GH II's debut this very November.
However, if you haven't already checked it out, the official Guitar Hero website is well worth a visit, with great links, pics and a community of fellow shredders to shoot the breeze with. You can even upload pics of yourself wielding the axe in your best god of rawk pose! In the words of Spinal Tap's rock legend Nigel Tufnell, this one will undoubtedly go up to Eleven.
Screens and News at CVG
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July 28th, 2006, 12:31 Posted By: shadowprophet
Vettacossx has been working overtime tonight!
He has just finished his SS goku Turrican Full GFX mod!
Here is what he had to say about his most recent masterpeice!!
well at first i didnt think i was gonna be able to pull off dbz with the turrican engine but it seems i was wrong!!!...though i admit this was a challenge
....im looking foward to takling
SS4 GOGETA NEXT thanks for your votes... it looks like our characters for
the future DBZ line up of turrican mods will be:
GOKU takes the win by double the votes of any other! as predicted by SP
2nd
SS4 GOGETA--- tie for second
TRUNKS----- tie for second
3rd
KRILLIN ----tie for third!
KORIN -----tie for third
so there you have it the DBZ most requested characters and your next mods by
JMV as always enjoy and thanks for your support!
About this file. Like the last time, this file was too large to upload in one peace, Just download both parts of of the file, and let win rar do the rest,
Great Work Vetta! I cant wait to see SS 4 gogeta mod!!
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July 28th, 2006, 09:25 Posted By: motz
An internal SCEE Q+A re. PS3, from E3, has made its way onto the web. It’s an interesting read - in many ways they would have been better off just releasing this, it would have better communicated some of their points.
Playstation 3 / E3 2006 QA
- PS3 is a computer system
- PS3 is one product with different configuration
- PS3 launch date : Nov 11 (Japan), Nov 17 (US/Europe)
- PS3 price : 20GB : JPY 59,800, USD499, EUR499 (incl. VAT) / 60GB : JPY Open, USD599, EUR599 (incl. VAT)
Interview
PS3 Business Strategy:
Q1. Why will you launch two models with different specs for PS3 ?
A1. PS3 is a computer system and as such, various configurations can be considered. In future, larger HDD may be required for larger content to be saved on PS3. Considering the fact that, nowadays, network connectivity is spreading within the homes, we have decided to introduce a configuration with basic ports. However, these ports, excluding HDMI, are expandable with adaptors available on the market.
Q2. How can users connect PS3 to TV without HDMI output ?
A2. PS3 supports most displays via the AV multi output. Visual quality through AV multi output is comparable to that through HDMI.
Q3. Do you have two color variations of black and silver for two different models ?
A3. This model comes in one color (clear black) only. There may be color variations in the future.
Q4. What is the initial launch quantity for PS3 ?
A4. 2 million units will be shipped worldwide at the launch timing (for the first 3 weeks), cumulative 4 million units by the end of December and cumulative 6 million by the end of March 2007 (we do not disclose the breakdown by region).
Q5. Will you launch the PS3 in the Asian region at the same timing ?
A5. Yes.
Q6. What is the breakdown of the production shipment figures for each model ?
A6. We will decide the breakdown according to the market situation.
Q7. Are you planning to launch another model which has different HDD or interface in the future ?
A7. Like PCs, other configuration with the different HDD capacity and I/O can be considered in the future.
Q8. Where will you start manufacturing PS3 ?
A8. We will start manufacturing in Japan and China simultaneously (we don’t disclose the names of manufacturing companies).
Q9. When will you start manufacturing PS3 ?
A9. We will start assembly from summer. Manufacturing of the main semiconductors has already started.
Q10. MS’s Xbox360 was launched a year ago and has a head start. How do you feel about it ?
A10. We have set the best launch timing for PS3.
Q11. How is the PS3 network service going to be ? Will you also start the service from day one ? What are the differences between Xbox Live and PS3 network services ?
A11. Apart from providing basic features and functions, the most important element is content and services. Downloading music in SingStar, purchasing or exchanging game data as we demonstrated at E3 press conference and many other new ways of enjoyment will be provided.
Q12. Will the network service be charged ?
A12. Basic services available free for current PCs will be free of charge but content and specific services will be charged from the beginning.
Q13. Are the specifications and design final ?
A13. Very close to final.
PS3 Price
Q14. Why did you set such a price for 20GB HDD model ?
A14. We have set this price so that many users can enjoy PS3.
Q15. Why is only 60GB model open price for Japan ?
A15. Each RHQ decides the price of PS3.
Q16. You have announced in April that more than 100 billion yen of operating loss will be caused from Game segment in FY06. Will the PS3 price have any impact on the forecast ? Was the introduction of two models factored in at the earnings announcement in April ?
A16. There is no change in forecast.
Q17. Won’t having two models increase cost ? Can you expect the economy of scale with two models ?
A17. We don’t have two different models. It is one model with different configuration just like with PCs. Therefore, economy of scale can be pursued.
Q18. When do you expect to start making profit with PS3 business ? It has been reported by Nikkei (dated May 1st) that the “PS3 business will make profit of over 100 billion yen in FY07.” Is it true ?
A18. At the early stage after the launch, PS3 expects losses due to start-up cost, etc. However, there is no change in our business model to make profit from both hardware and software. As we have accomplished with PS2, we aim to make PS3 business profitable as soon as possible, by expanding the platform and continuing our cost down measures by reducing the number of components used in the hardware and cutting the cost of key components including semiconductors. However, it’s too early to comment on the timing of the turnaround. We have never told Nikkei that “PS3 business will make profit of over 100 billion yen in FY07.”
Hardware Functions
Q19. Are there any additional or modified features from E3 last year ?
A19. Please refer to the specification sheet for details.
Q20. You had previously announced that there would be two HDMI ports, but why does the PS3 with the 20GB HDD not have a HDMI port ? Can Blu-ray content be enjoyed in high quality graphics without HDMI ?
A20. High quality HD images can be enjoyed equally with the 20GB HDD product via the AV multi port (1080p output is also possible with the TV equipped with the D5 input). Analog output from BD will be supported until 2011 and all software published until they can be enjoyed. Standardization of visual image output via home network (e.g. DLNA) is also currently under way.
Q21. There were 2 HDMI ports in your original announcement, but why does the 60GB PS3 have only 1 HDMI port ?
A21. Because standardization of image output over the network such as DLNA (Digital Living Network Alliance) is currently under way, it will become possible to transfer images to multiple displays in ways other than using the HDMI port. It is also possible to connect PSP through the network as a secondary display and enjoy PS3 content remotely (although it depends on the software).
Q22. Can you enjoy progressive images with PS and PS2 titles ?
A22. Not only does PS3 convert images from SD to HD, it also converts interlace to progressive images (upward conversion is done by the PS3 system).
Q23. Can you enjoy full HD PS3 software content with a standard TV ?
A23. Not only does PS3 convert images from SD to HD, it also converts 1080p to 720p (downward conversion is done by the PS3 system).
Q24. Is 60GB HDD large enough for PS3 ?
A24. 60GB is 3 times the capacity of Xbox360 and at the moment we consider it enough to save online game data as well as to transfer various data from other PCs and CE/AV products. If there is need in the future, it is also possible to upgrade storage capacity by exchanging HDD to Serial-ATA 2.5″ HDD available on the market.
Q25. Why isn’t 20GB PS3 equipped with Memory Stick/SD Memory card/Compact Flash slots ?
A25. PS3 is a computer system. Storage devices can be expanded by using adaptors available on the market.
Q26. The 20GB PS3 does not come with Wi-Fi 802.11, but does this mean that it cannot be connected to PSP ?
A26. Home networking is spreading around the world. With the use of widely available wireless LAN adaptor with USB port, connection to PSP is possible.
Q27. Why did you reduce the number of USB ports from 6 to 4 ?
A27. PS3 is a computer system. Number of ports can be expanded by using adaptors available on the market.
Q28. Why did you reduce the number of Ethernet ports from 3 to 1 ?
A28. We had one input (WAN) and two outputs (LAN) in mind, but given that nowadays network connection is spreading within the homes, we considered that one Ethernet connection to a router would be sufficient.
Q29. Will Linux OS be adopted as you have planned ?
A29. Yes. PS3 is a computer system and Linux OS is adopted as one of the standard OSes.
Q30. How much noise reduction level have you achieved ?
A30. Approximately 29dB (A) (equivalent to slim-line PS2).
Controller
Q31. You mention that PS3 adopts a breakthrough six-axis sensing system that lets you control intuitively as if the controller has become part of your body. How does this work ?
A31. “3-posture-axis” of roll, pitch and yaw, plus “3-dimension acceleration information (X, Y and Z)” can be detected in high-precision and in real-time (no more specific details to be given).
Q32. Why did you change the design of the controller to that of PS and PS2 ?
A32. We received many feedback after E3 last year and created the PS3 controller by refining and improving the world’s most popular Playstation controller that shipped more than several hundred million units worldwide, while inheriting its basic concept and design.
Q33. Can the new features be enjoyed with all PS3 titles ?
A33. It depends on the title, but we expect that software developers would proactively make use of the new PS3 controller.
Q34. You say that PS3 provides backward compatibility of PS and PS2 titles, but would you insist that you offer complete backward compatibility even if vibration feature does not work ?
A34. There is no major difference in gameplay even without the vibration feature. We hope a lot of users will support the new PS3 controller with new ways of enjoyment.
Q35. The controllers shown at the booth are all wired, but will the actual product be wireless ?
A35. Yes. We are using wired controllers since there is too much interference with so many wireless devices on the show floor.
Q36. Will PSP be used as a remote controller ?
A36. We will consider the possibility.
PS3 Software
Q37. We hear rumors from software developers that there are not enough development tools being shipped. Is this true ?
A37. As evident with many game titles demonstrated at E3, development of PS3 titles is duty in progress.
Q38. How much is the estimated price range of the software titles for PS3 ? Is it the same price as PS2 ?
A38. As a platform holder, we are not in a position to comment on this. As a first party title developer/publisher, we assume a wider price range since software can be delivered through various media including packaged discs and network.
Q39. Are all titles shown at E3 (press conference and booth) launch titles ?
A39. Many of the playable titles shown at E3 are likely to be released at or around launch. Some titles shown as (demo) video may also become launch titles.
Q40. Do all titles shown at E3 support 1080p ?
A40. “Gran Turismo HD E3 2006″ is demonstrated at 1080p with frame rate of 60 frames per second. As for other titles, some are 1080p and some 720p.
Q41. How many launch titles do you expect to have ?
A41. We expect the best launch line-up in history.
via PS3Insiders
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July 28th, 2006, 09:07 Posted By: branin
New Yahtzee game released for the PSP, heres the details:
Created by Jeremy1026.
Please provide feedback at Jeremy1026@playitonline.net
Donations are greatly appreciated and will go towards further funding for future projects. My paypal is Jeremy1026@gmail.com.
Special thanks to, yoursam (for helping to solve my problem with the Small Straight code) and branin (for helping to beta this version for me and creating the pic1.png/icon0.png).
Installation
---------------
Unzip 'yahtzee.zip' and place the folders in '1.5' in x:/PSP/Game/.
The two folders will be created and will be ready to run from your PSP browser.
Instructions
---------------
Select "Yahtzee" from the PSP browser (under Game->Memory Stick.)
At opening screen press 'X' to start the game.
Roll the dice with 'Circle'
Select which die/dice you want to hold with 'Up', 'Down' and 'X'.
After your third roll you will have to select where to score your final roll.
Select what category you with to place your roll with 'Up', 'Down', and 'X'.
Changelog
---------------
v1.0................Game created.
To Do
--------
Add highscore table.
Add sounds
Other Ideas? E-Mail them to me at Jeremy1026@playitonline.net
this game was created by Jeremy1026 he has asked that you poste the above on your news. as said this was created by Jeremy1026 , and some graphic work has been done by Branin ( me ) thank you.
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July 28th, 2006, 01:10 Posted By: shadowprophet
After some final tweaks to his latest mod, Venture Bros Full GFX, Vettacossx is ready to unleash it upon the world! Here is what he had to say about this latest creation!!
This is a venture bros. themed turrican mod with Brock as the main guy a
request by GSLOP of the forums..turrican is a 2d sidescrolling shooter for the psp made by arguru..
WHATS VETTA MEAN BY FULL GFX MOD?(all the GFX have been moded of course!)
NEW LANDSCAPES
NEW BACKGROUNDS
and a new charicter as always
ALSO VOTE FOR YOUR CHOICE CHARICTER IN THE UPCOMING DBZ MOD IN THIS THREAD
About this file. Like the last time, this file was too large to upload in one peace, Just download both parts of of the file, and let win rar do the rest,
Great Work Vetta! keep em comeing bro!
Download and give Feedback Via Comments Below
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July 28th, 2006, 01:04 Posted By: GeEkPiE
Captain Morgan's compatibility results
It looks like Captain Morgan has put a lot of effort into doing compatibility testing with Daedalus R6. Thanks Cap'n! (thanks for your email too - I promise I'll get back to you just as soon as sort this issue out!)
[Update]
Don't miss Wally*Won_Kenobie's R6 compatibility list, which is also excellent. Wally has been collecting missing_mux.txt files for me too, for which I am indebted 
-StrmnNrmn
A great optimisation/bugfix..
..with a catch.
This week I've been posting about various speedups I've been making by implementing various opcodes in the new dynarec engine. Although I have implemented most of the commonly used opcodes now, after my previous post I decided to add some temporary logging to the emulator to see how often the remaining unhandled opcodes were being used. Two that immediately jumped out at me were JAL (Jump And Link, which is used to perform a function call) and JR (Jump Register, which is used to return from a function call.)
These two instructions are very heavily used, and I was surprised to realise that I'd not implemented them! They're pretty easy to code - in fact, due to the way I construct the instruction traces that are fed into the dynamic recompiler I could effectively ignore the JAL instruction and JR just required a couple of lines of code.
So far so good. I was expecting a modest speedup - maybe another 2-3% on top of all the previous changes I've made this week. After compiling and running the new code, I was amazed to see an improvement of over 10%! Surprised with the figures I was seeing, I did a full rebuild and checked the results again with several different roms. They all showed the same kind of speedup.
I've been programming (and more importantly debugging) long enough now when I should trust my instincts - call it my programming 'Spider-Sense' tingling if you will, but I knew something didn't quite add up . In situations like this in the past, rather than taking an unexpected speedup for granted I've spent time investigating the root cause to find out exactly what's going on. At the very least I'll simply satisfy my own curiosity, but often I'll find some useful information along the way too (e.g. other related improvements and optimisations etc.)
So I started looking through the code and rerunning a few roms to try and get a handle on what was causing such a significant improvement. After a short while I realised that all the roms were now generating a lot more potential traces for the dynarec engine to consider for recompiling. This confused me even more, because this behaviour should slow the emulator down rather than speed it up. Another puzzling thing was that the only observable behaviour of my changes should be the speed of emulation - but it looked like my change was somehow changing the flow of execution in the rom.
After bit more head scratching and debugging, I finally realised what had happened. In making my changes, I had inadvertently fixed a bug in the dynarec engine that was causing the recompiled code to jump back out to the interpreter whenever a JAL instruction was encountered! This bug had been in the dynarec engine since the first day or so, but because its only side effect was to slow down the emulator rather than something more obvious (i.e. a crash!) it had remained undetected for a couple of months.
So I had figured out what the reason for the 10% speedup was, and I could finally get to bed safe in the knowledge that I had fixed a nasty, subtle bug along the way. Brilliant!
It was only then that I noticed a couple of new problems that I hadn't seen before: The emulator began hanging in places that had previously been fine - such as Peach's letter at the start of Mario 64. On the occasions the emulator managed to get past that point, I found out that Mario wouldn't move or jump (but strangely the c-buttons and pause menu worked fine)

I've spent the last couple of evenings trying to figure out why fixing one bug is causing another. I've finally managed to find a way of reliably reproducing a hang within a few seconds of starting the emulator up. This is important because my best chance of identifying and fixing the problem is to be able to run the PC build of the emulator with my 'fragment simulator' enabled. The simulator is very slow however (about 100x slower than running the emulator normally), which is why it's important to find a way of reliably reproducing the bug very early on in the emulation.
So that's what I've been up to over the past couple of days, and why I haven't been able to reply to people's emails or comments on this blog. Now that I can reproduce the bug in the fragment simulator I'm confident that I can get to the bottom of it. I'll keep you posted with any developments and try to go through emails/comments just as soon as I've cracked it.
-StrmnNrmn
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July 28th, 2006, 00:05 Posted By: wraggster
Today with the release of the new 2.80 firmware came the release of this puzzle game demo.
Heres an excerpt from the Preview by Eurogamer:
Meltdown's mercury has transitioned to a completely different state. The process of delivering your delicate blob of liquid metal from start to goal, running the gamut of endless obstacles, undulating surfaces and narrow ledges, rarely frustrates for reasons the developer didn't intend.
As well as quicker load-times, there are useful indicators, handy stabilisers and thoughtful options everywhere. A colour chart means that you can negotiate the levels that involve separating your mercury into smaller blobs, spray-painting them and then mixing colours without loading the Dulux website in the background; there's near-instant auto-saving after every level; you can change camera controls and even your mercury skin without exiting to some mother-menu; you can pause the game and roam around the level in free-look to get a feel for the challenges ahead; you can take on the 16 levels that make up the "lab" hub you're working through in any order, with more labs unlocked based on constituent progress rather than having to finish everything.
When you download and unzip then put the eboot.php in a folder called "UCJS10043" in your Game directory.
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July 27th, 2006, 23:51 Posted By: wraggster

Got the latest firmware and want to win free gifts then this LocoRoco Demo is right up you street, heres the news about the free gifts:
Starting on July 19 until August 19, you will be able to get exclusive LocoRoco prizes!
For a limited time only, we will be giving away special LocoRoco Thank-You Gifts to everyone who plays "LocoRoco Download Demo 1.01" and successfully leads lots of LocoRoco's friends to the goal.
By typing in the password that appears in the upper right corner of the final screen, you will be given prizes such as new BGM sound files and original wallpaper files based on how many LocoRocos you saved.
Note: This offer is good only with the "LocoRoco Download Demo 1.01"
Heres the Link to the Site for the Gift Promo
Download the Loco Roco Demo Via Comments, remember youll need the latest firmware
Buy Locoroco here --> http://www.lik-sang.com/info.php?pro...7&lsaid=219793
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July 27th, 2006, 23:34 Posted By: wraggster
Jeremy1026 has updated his Guess the Number game for the PSP, heres the release details:
Back on March 1st 2006 I released Guess the numbeR v1.0, and the other day I decided that I was going to update it. So I did, and I came up with v1.5.
Changelog
---------
v1.5.............Changed interface.
Added menu.
Added difficulties.
Added sound.
Added instructions screen.
v1.0.............No Changes (duh.)
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via jeremy
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July 27th, 2006, 23:28 Posted By: wraggster
uber0ne has updated his Echanger app for the PSP, heres the info:
Well I know I told you guys the last release was the final. Something about that just bothered me though. I knew something was wrong in the code that made it take forever to load. I have since fixed this problem though and now everything is instant. I would like to add that i promise this will be the last version seeing as there is nothing else i can do. I know that there is not much need of this in the homebrew scene anymore due to the fact of downgraders. But some people do choose not to downgrade and some have TA-082 motherboards.
eChanger is a program that allows you to change your eMenu background on the fly. It is useful if you like a little variety in your life. It supports up to 10 eMenus. Just place them in the X:/PSP/eLoader/ folder and name them emenu1.png - emenu10.png or use the program that comes with(MUST HAVE .NET 2 FRAMEWORK) Well here it is. As always constructive criticism is welcome.
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July 27th, 2006, 23:25 Posted By: wraggster
Insomniac197 posted this new release:
A simple interface for utilising the freetype2 library
Version 0.1
-= Features =-
-- Supports multiple fonts
-- Smooth anti-aliased font appearance
-- Fonts cached for faster access
-= Installing freetype2 =-
Samstag is also the author of 'flib' which is another library for freetype2 development
... and the reason I created Fontloader
-= Samples =-
In the 'Samples' directory within this archive there is example code on how to integrate
Fontloader.
Currently there is only an example using Psilocybeing's graphic library, but I intend to
create examples for GU and possibly even PSPGL.
/Samples/Graphicslib/ -- Psilocybeing's graphic library sample
The sample and the fontloader.h are well commented so implementation should be simple.
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