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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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May 22nd, 2006, 19:16 Posted By: wraggster
New Commercial Release posted at Play Asia
Field Commander™ is the first military turn-based strategy game for PSP and the only title that offers engaging, challenging skill based warfare in a realistic military setting. You play as a Field Commander working for an independent organization established by the Allied Nations to defend the world against an evil terrorist organization bent on inciting wars, illicit arms deals and global domination.
Command the land, skies and sea. Orchestrate an offensive attack through 30 unique missions, each one coming alive in beautiful 3D environments with highly-detailed terrain and dynamic visual effects. With an arsenal of 15 army divisions and 11 commanding officers to choose from, the power is yours to outwit the enemy at every turn.

More info at Play Asia
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May 22nd, 2006, 17:21 Posted By: wraggster
It has proved the most controversial announcement to emerge from E3 2006 - but UK retail has nevertheless cautiously backed Sony's PlayStation 3 launch strategy, believing pricing issues to be largely irrelevant with a pre-Christmas sell-out likely.
Early adopters are expected to devour initial shipments of the console - set to launch at GBP 425, as revealed last week by GamesIndustry.biz. But specialist vendors and analysts are now warning that the Japanese giant faces a far stiffer challenge in convincing the wider market to adopt Sony's crucial Blu-Ray next-gen DVD technology.
"Given the machine is likely to be a sell-out this side of Christmas, I think the price point is irrelevant for the first six months," specialist retail chain CeX' marketing manager Jonathan Cronin told GamesIndustry.biz. "The launch frenzy will be there - this is the new PlayStation, not the new Xbox. Four million units globally before Christmas? I don't think you'll be able to buy one off the shelf."
"We welcomed Sony's PS3 announcement at the E3 convention, putting an end to the speculation surrounding a UK launch date," offered Gamestation group product manager Anna Downing. "The November 17th date sets up an extremely competitive and exciting Q4, with consumers potentially having the choice of three 'next-gen' consoles on the market. We're anticipating that demand will outstrip supply."
Steve O'Brien, boss of leading independent retailer Action Replay, agrees. "With the amount of product coming into the UK I think Sony could have quite comfortably priced it at twice the price and still sell-out twice over," he suggested. "In the first round of any console sales it's the fanboys and hardcore gamers who buy it. I think the strength of the brand is key."
With hardware shortages a certainty during the launch window and no confirmation on UK-specific number, however, most retailers are expected to refrain publicly from criticising Sony's pricing strategy for fear of risking their allocation.
But regardless of this, not everyone was so charitable. "Such high prices are a difficult thing to push at retail level especially with the continued problems of distribution, release dates, and product availability that have dogged UK product releases for some time," insisted Steve Aspinall, owner of indie V-Ten Entertainment. "And that's without the mass-discount culture convincing the consumer to wait a few months, and the uncanny shortage of convincing software for the platform, not to mention the continued implication that next gen gaming cannot take place without a next-gen television set."
Many, including Sony itself, certainly agree that the firm faces a serious challenge in convincing consumers to buy into Blu-Ray - fingered as one of the main causes of PS3's hefty price tag - as it enters a format war with Toshiba's rival HD-DVD technology. Particularly if they are to swallow SCE UK boss Ray Maguire's assertion that PS3 is a "bargain".
And with Microsoft hinting that Xbox 360 plus the standalone HD-DVD player due this Christmas will weigh in for less that Sony's system, pressure continues to pile on the market leader.
"If you've got a PS3 next to a 360 you need to be able to see the difference if you're going to be asked to pay more. Microsoft must be pleased there's a nice price differential there," commented CeX' Cronin.
"People will say PS3 is expensive because they haven't got a clue what's in it - they just see it as another box to play games on," argued leading videogames industry analyst Nick Parker of Parker Consulting.
"It's totally abstract to the consumer, a lot to get your head around. Sony has future-proof technology - everything you'll need if you're seriously into accessing games, movies or music on demand."
"It's getting people to understand that their DVD player is basically going to be out-of-date in a couple of years' time. If you buy a PS3 now you'll get a games machine and next-generation movie technology," Parker continued.
"When PS2 came out DVD was already understood by the consumer - but who knows what Blu-Ray is? Sony needs to convey the value in the price; it's a longer term problem for them."
Via Gamesindustry
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May 22nd, 2006, 17:14 Posted By: wraggster
The success of The Da Vinci Code, the Columbia Pictures movie based on Dan Brown's best-selling novel, could be a key weapon for Sony when it comes to launching the PlayStation 3 this November.
That's according to analysts at Bloomberg, who reported this week that the firm - which owns Columbia Pictures - may be planning to launch the movie on Blu-Ray almost simultaneously with the arrival of the PS3.
The Da Vinci Code has just recorded the second largest worldwide opening weekend ever, with only Star Wars Episode III: Revenge of the Sith clocking up a better box office performance. Over USD 77 million was taken in the United States alone, despite the critical drubbing received by the film.
Bloomberg's report implies that Sony may choose to put heavy marketing behind the high-definition Blu-Ray version of the movie when it is released to retail later this year, using it as a vehicle to educate consumers about the Blu-Ray product.
Doing so alongside the launch of PlayStation 3, which is expected to be the cheapest Blu-Ray player on the market when it arrives in mid-November, could help to drive demand for the machine and to alleviate the danger of consumers steering clear of the system due to its high price tag.
Via GIBiz
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May 22nd, 2006, 17:11 Posted By: wraggster
SEGA® Europe Ltd, today announced Tenchu: Time of the Assassins exclusively for the PSP™ (PlayStation®Portable) system. SEGA has partnered with FromSoftware and K2 studios - developers of the popular Tenchu: Fatal Shadows (released in 2005 for PlayStation®2) - to continue the legacy of the flagship franchise, which is set for release on June 23rd, 2006.
The complex 3D environments the series is known for have been carried over on the PSP in their entirety. Enhanced stealth manoeuvres challenge your ninja skills, and all-new kill moves add yet more realism and entertainment to this ninja-based action adventure. Now, every enemy is susceptible to carefully planned stealth kills – even the end level bosses!
“Tenchu’s gameplay offers all the strategy of a stealth game but none of the frustration” commented Matt Woodley, Creative Director of SEGA. “This next release represents SEGA’s commitment to providing compelling new content to the handheld market”
All of the classic Tenchu characters return in scenario mode, including Rikimaru, Ayame, Rin, and Tesshu. Each character is tied to a different story, and each story offers different levels to play through. In addition to the scenario mode, there is also a ‘free mission’ mode that’s comprised of 50 independent missions to enjoy after you have completed the single-player campaign.
Tenchu: Time of the Assassins also features a robust multiplayer component that allows players to connect via a local (Ad-Hoc) connection to play cooperative and head-to-head games. A compelling level editor gives players a powerful tool for allowing them to create their own stages and share them with friends, also via ad hoc download.
Tenchu: Time of the Assassins is set for release on 23rd June 2006 exclusively for the PSPTM. For press assets concerning Tenchu: Time of the Assassins and other SEGA titles, please go to www.sega-press.com .
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May 22nd, 2006, 17:08 Posted By: wraggster
THQ's executive VP of worldwide publishing, Kelly Flock, has described the extended agreement with Yuke's as a "huge win" for the company - adding that the ongoing WWE lawsuit will not affect the deal.
The WWE filed suit against a number of parties, including THQ and JAKKS Pacific, in October 2004 - alleging that the WWE videogame licenses they hold were obtained through bribery.
But that hasn't stopped THQ from recently announcing a long term strategic agreement with Yuke's, in which the publisher holds a minority interest, to produce further WWE games.
"Our new agreement with Yuke's is a huge win for THQ, as we have a long-term, multisystem agreement with arguably the best wrestling development studio in the world," Flock told Gamespot.com.
"Going forward, we will be able to bring fans that experience across multiple game systems beginning with WWE SmackDown! vs. RAW 2007 for Xbox 360, PlayStation 3, PSP, and PlayStation 2 beginning this fall. The lawsuit does not play a role in securing this relationship with Yuke's."
Flock went on to confirm that THQ is no longer planning to produce platform-specific wrestling games, stating: "Part of our strategy working with Yuke's is to bring multiple systems under one development house... This means fans can look forward to playing our SmackDown! vs. RAW series across multiple systems."
"As the publisher of the number one wrestling video game brand in the world, we are eager to take this franchise, along with new WWE video game properties, to new heights by offering them to current-generation, next-generation, and handheld gamers."
News from Gamesindustry
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May 22nd, 2006, 04:04 Posted By: Damian666
It seems that the creators of Sonic Battle Arena in which is coded in LUA have updated there game again, heres more info on the task at hand:
The Words from the Creators:
Sonic Battle Arena is a basic fighting game that contains your favorite characters from the Sonic series and has a clean look and feel to it. The game features several characters from the series, including Amy, Sonic, Knuckles, Tails, and now Cream. The game is still very basic, and is only in its "beta" form. I'm not a fan of game "betas" and especially when there are more than one, but the improvements just keep on coming. The fighting scheme is simple, use "X" to attack and "O" or Up to jump. As said previously, the game is still in the "beta" stages of development, so do not expect to get a full game here, more improvements and additions are coming.
Screenshots:
(Well my computer dislikes me tonight, so sorry there will be no screenshots.)
Hopefully, they'll continue on this game it has a lot of potential to those who like to see there favorite characters from Sonic dueling it out.
Download & Screens via Comments:
The creators
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May 22nd, 2006, 02:09 Posted By: wraggster
StrmnNrmn posted this update about his N64 emu for PSP:
Just a quick update on the dynarec status, as I know a lot of people are more interested in this than the grizly details of branch delay instructions
Last weekend (13/14 May) I managed to assemble the fragment buffers into native x86 code, and execute this dynamically. I spent some time debating whether to target MIPS or Intel initially, but I decided that it would be a lot easier for me to debug the code generation on the PC than it would be to debug code gen on the PSP.
In the end I'm glad I started with the PC as it allowed me to fix a number of hairy problems without going down the torturous path of debugging self modifying code on the PSP with just a few printf() statements to help track down any problems.
With this version of the dynarec, 200KB of N64 code was now generating just 2MB of x86 assembly (i.e. an expansion ratio of around 1000%). The PC version was running around 60% faster with dynarec enabled than with it disabled, which is a pretty significant speedup (although this is still very early in the process).
What's also important is that this is before I've done any real optimisation of the generated code. For each instruction I'm still calling the generic instruction handler which has the overhead of figuring out which source registers to use, which register is the destination etc. The *real* speedup comes from generating code to handle op codes explicitly, as you remove all this decoding overhead along with the overhead of jumping to another function. Once you've removed most of the generic instruction handling you can start looking at caching register values to minimise the amount of memory that's being moved around.
With the PC version up and running fairly successfully, I've spent this weekend getting the PSP code generation working. I don't want to go into too many details (as I want to go into more depth in future posts), but I know people are keen to hear some news about how this is going.
I got the basic code generation working on Saturday morning (thankfully I'd already resolved most of the tricky issues in developing the x86 version the previous weekend). I spent most of Saturday afternoon fixing some really horrible instruction cache related bugs. I'm still not 100% sure I've fixed them, but it seems very stable at the moment. At the moment I'm at the same stage with the PSP version of the dynarec that I was with the PC version last weekend - the code generation is running fine (and executing on the PSP without crashing more importantly  but I've only just started looking at optimising things. It's still too early to speculate on numbers for the performance improvement it will give. Currently it's running around 10% faster with dynarec enabled, but it's still very early days.
More soon.
-StrmnNrmn
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May 22nd, 2006, 01:37 Posted By: arobase
Hello,
Please notice the new version of sudoku for luaplayer
Sudoku is a logic-based placement puzzle. The aim of the puzzle is to enter a numerical digit from 1 through 9 in each cell of a 9×9 grid made up of 3×3 subgrids (called "regions"), starting with various digits given in some cells (the "givens"); each row, column, and region must contain only one instance of each numeral.
This game is translate in French, English, Italian (Thanks to Allesandro) and german (thanks to Gery).
There is a lot of various backgroung made by Gery.
An example of background

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Arobase
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May 22nd, 2006, 01:20 Posted By: wraggster
OK thats all 11 entries for the first PSP News Lua contest, i personally thank all for their entries, lets hope next time more sites post news of the comp instead of just posting the news and not linking back, but anyway im exceedingly busy for a few days but by wednesday ill announce the winner.
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May 22nd, 2006, 01:16 Posted By: wraggster
PSP News and Lik Sang are proud to host a mini comp aimed just at coders who Code in LUA. Here are the entries one by one.
Heres Entry #11
Electris 1.0 by Kagato
Electris is a puzzle game in the "falling block" genre.
The goal is to align the blocks to create closed circuits. As the circuits are closed, they are removed from the board. Be careful -- you can place blocks such that you can't close a circuit! Large circuits will give you 'circuit-breakers' so you can clean up mistakes.
Keep an eye on the timer as well; if you take too long to make a circuit, a penalty row will be added to the bottom of the screen.
Scoring:
1 point for each block dropped
10 points per block in a closed circuit
Chain circuits earn a score multiplier
25 point bonus if circuit-breaker erases no blocks (double if dropped to floor)
Requirements:
PSP with firmware 1.5, or:
PSP with firmware 2.0 to 2.6
eLoader (http://noobz.eu)
LuaPlayer (http://www.luaplayer.org)
See the documentation for each package for installation instructions.
Installation:
Copy the "Electris" directory from the zip archive to the "PSP/GAME/luaplayer/Applications" directory on your PSP.
Status:
As of this writing, version 1.0 has only been tested on firmware 1.5 with LuaPlayer 0.19. (The previous version was tested on firmware 2.01, and no fetaures have been intentionally added to prevent operation on 2.0+.)
This initial release features a single game mode. Future releases will introduce other game modes with different play styles, though all will focus on completing circuits.
I'm interested to hear any feedback. If you've got any comments, suggestions or bug reports, feel free to send me an email at studiokagato@gmail.com .
Acknowledgements:
- Thanks to Raf for lending me his 1.5 PSP for the 1.0 development period. It helped speed things along a lot!
- Matteo Zatti kindly allowed the use of his music in the game. The track is "Something In The Air", available here:
http://www.modarchive.com/artists/teo/
Version History:
1.0 -
- Initial public release
New features:
- Menu system
- Multiple difficulty levels
- Background music
- New game instructions
- Pause menu
- More consistent controls
- Delay loops replaced with Timer classes
Bug fixes:
- Help screens failed to load on firmware 1.5
---------------
0.1.1 [BETA] -
- Splash screen updated to reflect new project home. (Was Pineapple Productions, now Studio Kagato)
---------------
0.1 [BETA] -
- First beta.
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May 22nd, 2006, 01:11 Posted By: wraggster
PSP News and Lik Sang are proud to host a mini comp aimed just at coders who Code in LUA. Here are the entries one by one.
Heres Entry #10
Cargame v0.2 by dalejrrocks
Here's my entry for the competition - cargame v0.2. This is the second version of my first PSP homebrew game. Cargame is a two-player(for right now, the next version may add one player) racing game. It's fun to play with your friends. Changelog and readme are included. It's packaged with luaplayer.
I hope that you enjoy this game.
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May 21st, 2006, 21:42 Posted By: wraggster
Via Stuff
Jackass: The Game, previewed at the Electronic Entertainment Expo in Los Angeles earlier this month, lets players perform stunts similar to those in the TV series, which have involved riding in shopping trolleys and the "Human Wrecking Ball".
The game is due out in November for a handheld and a home console – possibly the PlayStation and the PlayStation Portable, though Sidhe will not confirm this.
Mr Wynands expects to do even better with Jackass, a TV series that's almost a cultural phenomenon with young males in North America, where it still pulls in viewers four years after the last series was filmed.
Jackass was a magnet for both viewers and controversy during its three-year run on US-cable network MTV. Though it wrapped up in 2002 it has been kept alive in reruns, including on New Zealand's C4 music station.
AdvertisementAdvertisementCritics blamed the show for encouraging young people to participate in dangerous stunts, especially as it grew in popularity.
A Jackass movie was released in 2002 containing stunts and uncensored clips that weren't allowed on TV. It cost $US5 million to make and earned more than $US60 million in North America alone.
"We're trying to create a game that's true to the licence," says Mr Wynands, who says he's a fan of the show's stunts. "They involve a certain amount of physical endangerment, but nobody's head is going to get blown off with a shotgun. Jackass isn't about that."
Jackass director Jeff Tremaine is helping to design the game. So far the game's virtual stunts include rolling down a hill in a garbage can trying to avoid traffic and driving bumper cars on top of a skyscraper. Others are titled Bus Surfing, Grenade Golf, and Extreme Unicycling.
There'll also be a "director mode", letting players save their stunts and replay them with several camera angles and trade them with friends.
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May 21st, 2006, 20:26 Posted By: wraggster
Sonic Battle Arena is a game which features Sonic Charactars written in Lua and being coded by TheMarioKarters, PSPHax0r9, Vaza, and Popcorn Devil. Graphics are done by Skinticket, Vaza, and madsoul.
The game is a 2-D Sonic Fighting game coded in LUA
This game was made from scratch, not a mod of an existing game
Heres whats done in this release:
Sonic is fully done!
Tails engine is fully done!
Knuckles engine is fully done!
Enemy AI is partially done!
Initial release level is done!
Try this WIP Sonic Fighting game for yourself by Downloading Via the Comments - Give Feedback
via mariokarter
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May 21st, 2006, 19:48 Posted By: wraggster
Heres the info:
ARComics, Inc. continues to retool their vision/version of what a digital comic book could be with input from the visitors to the site. The site currently has several short animated Macromedia Flash teasers available (as well as artwork and information on various properties) that will give you an idea of the type of content being developed. Be sure to check out the latest release: THE FRONTEERS, to see the evolution of the ARComics digital animated episode on the Sony PSP.
ARComics sees the PSP screen size, Internet/network connectivity, commercial success and target demographic as a perfect venue to bring an entertaining means of reading to a new generation by blending technology with art and storytelling.
The ARComics.com version of the digital comic book is certain to stand apart.
Also note, the ARComics.com is looking for assistance from the comic book, technical, art and videogame communities to showcase up and coming pencilers, inkers, colorists and flash animators (the potential to have your work seen is enormous).
More info --> http://arcomics.com/news.htm
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May 21st, 2006, 19:46 Posted By: wraggster
Xart has released an app called Select which is a GUI for Eloader, heres the details:
Installing, place the select folder in ms0:/psp/system folder and edit the eloader config file to point to the select pbp file
ms0:/psp/system/select/eboot.pbp
Current BUILD still being tested.
NEXT...
Keyboard for renaming files & folders
Fillter effects for backdrops
Drag & Drop moving of files
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via xart
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May 21st, 2006, 19:30 Posted By: wraggster
Kozine has released a new app for the PSP, heres the details:
Im learning C right now, and here is my first application. What this is a simple application for programmers. You can see the code of the RGB on the left and in the center you see the colour. Please leave comments and feedback here!
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via kozine
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May 21st, 2006, 18:46 Posted By: wraggster
News/release from dragula96
Lumines clone done in lua still buggy and no way to loose needs optimization but is playable. take a look
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May 21st, 2006, 18:30 Posted By: wraggster

Via PSPMagazines
Finders, Keepers: Most 19-year-olds spend their days stocking shelves at Blockbuster, but at that age Veronica ditched her home for New York City. She intended to study at Parsons School for Design, but like any woman with a perfect physique in the Big Apple, took to modeling. This and much more in this issue of MAXIM for your PSP!
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May 21st, 2006, 18:20 Posted By: wraggster
News via PSPFanboy
Journalistic standard-bearer, Stuff Magazine, is lauding much praise upon the upcoming PSP release, Loco Roco.
"After a couple of days playing on a near finished version, the Stuff team is unanimous that it's the most addictive, original and playable game we've played yet on the handheld console. It could also help the PSP fight off stiff competition from the DS Lite's recent rash of quality titles."
One-part Super Monkey Ball and one-part Archer McLean's Mercury, Loco Roco certainly does seem to be more up Nintendo's ally than Sony's. But perhaps this is a game that will open up the PSP to a wider demographic. I know I'm going to give it a shot. If it's as addictive as all the previews are leading us to believe, then the PSP may have another much-needed winner on its hands.
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May 21st, 2006, 18:18 Posted By: wraggster
NJ has updated his NeoGeoCD Emulator for the PSP, :
Unsure of whats new in this beta but give it a go 
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