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May 11th, 2006, 23:38 Posted By: wraggster
Via Gamespot
Gamers have been waiting a long time for some interaction with Sony's PlayStation 3. Up until this morning, most looks at the PlayStation 3 have been hands off, with gamers attempting to get a bead on the system's capabilities based on hype and scraps from trailers. Today, however, all that changed.
As many had hoped, PS3 games were playable in force on the floor of the show. Two giant video screens showing video versions of Sony's recent "Play Beyond" ad campaign welcome visitors to the booth. Sony's booth workers passed out PS3-branded lanyards to attendees as they were funneled into the heart of Sony's booth and the much-hoped for playable versions of PS3 games.
The crowd quickly grew thick around each embankment of PS3 games, with two monitors and playable demos on either side of a glass case housing a number of PS3 development kits. But those waiting for their turn at the system's motion-sensitive controller had their attention drawn to a mammoth screen showing a Metal Gear Solid 4 trailer as much as to the games they were about to play.
As for which games those were, the lineup consisted of a number of first- and third-party titles. Incognito's long-awaited sequel to Warhawk (called simply Warhawk) drew plenty of attention on its eight kiosks, as did the title formerly known as I-8, Resistance: Fall of Man. Heavenly Blade, Formula One 06, Namco Bandai's Gundam, Madden 07, Sonic the Hedgehog, Virtua Tennis 3, and Genji 2.
There were also a couple of unexpected playable demos on the booth's elevated walkway. One was for WarDevil: Enigma, which appears to be the same game as the Xbox 360 WarDevil. The other was for a demo called Heavy Rain: The Casting from Quantic Dream, makers of last year's acclaimed adventure title Indigo Prophecy. Though initial reports pegged Heavy Rain as a prequel to Indigo Prophecy, it is unclear if is a full-fledged game or merely an intricate tech demo.
While the walkway was completely open when the show started, Sony has since set up a line for it not unlike the one across the aisle at Nintendo's booth, complete with signs advising people of how long it would take to get up there. A number of other PS3 titles including Eye of Judgment and Singstar were on display in windowed enclosures along the edge of the PS3 section.
While the focus was on the PS3, Sony turned heads with its PlayStation 2 and PSP lineups as well. The PSP area featured a number of approximations of everyday locations, including a setup of first-class airplane seats, a park bench, a bsketball court, and a subway car. There was also a content download station, and a playable version of the system's PSone emulator featuring Ridge Racer.
The PS2 may be getting long in the tooth, but Sony's convinced there's life in the machine yet, and the array of PS2 games lining the outskirts of the company's booth is one argument why. Guitar Hero II, God of War II, and Final Fantasy: Dirge of Cerberus drew particularly close attention from show-goers, but Yakuza, Final Fantasy XII, and a number of other PS2 games rounded out the system's current-gen offerings.
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May 11th, 2006, 23:26 Posted By: wraggster
Via Engadget
Somehow, we suspect Sony's brass are not very happy right now. Instead of spending their time at E3 fielding softball questions about the Playstation 3's graphics, they're playing defense, as they continue to face queries about the new console's pricing and the missing features on the lower-priced version. In an interview with CNN, Sony's Kaz Hirai said the pricing -- $499 for the 20GB PS3 and $599 for the 60GB version -- was justified by the inclusion of technologies like the Cell processor and Blu-ray, and added that the "totality" of the product is a "good value for consumers." Hirai also defended the lack of HDMI on the 20GB PS3, commenting that "there's not a discernible difference between what you get between HDMI and other forms of high definition." While that might be the case with current Blu-ray flicks, all movie studios (including Sony Pictures) have reserved the right to implement the Image Constraint Token in future discs, which could force anyone using analog outputs -- including owners of the 20GB PS3 -- to watch downgraded video. We assume Hirai's familiar with the issue, so we have to wonder whether his claim that the PS3 is "future-proofed" is just a little bit disingenuous. All it would take is one Blu-ray disc with ICT for owners of 20GB PS3s to realize they've been locked out of the future.
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May 11th, 2006, 23:20 Posted By: wraggster
Via CVG
The new Dual Shock 3 pad has been met with a mixed reception at E3. Eschewing the boomerang look unveiled at E3 2005, the Dual Shock 3 now has added 'tilt functionality' which developers are divided about. The new 'PlayStation' button on the pad, which takes gamers online, isn't present on current Dual Shock 3 pads on the show floor - suggesting that both functions were added at the eleventh hour.
A senior EA source working across playable versions of PS3 sports titles admitted that they were only told about the new pad functions on Monday 8th May. "the Sony conference came as a shock, we didn't expect that" said the source. Current games in development such as Madden and Tiger Woods will now face increased development time due to the need to incorporate the motion sensitive tilt functions.
Metal Gear Solid creator Hideo Kojima intends to do add tilt functions to Metal Gear Solid 4 but said he would rather work on Nintendo Wii."As a game designer, it really is the game hardware that I want to work most on" Kojima said.
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May 11th, 2006, 23:17 Posted By: wraggster
via CVG
Until this week, details about the forthcoming Final Fantasy VII prequel have been harder to come by than a moogle without its pompom. Square Enix threw anxious FFVII fans a bone at their E3 press conference when they screened a brief trailer of the game and also announced fresh plot details. Better get yourself a cup of tea, this might get a little complicated.
According to Square Enix, Crisis Core is a prequel to the original Final Fantasy VII, which was released way back in January 1997 on the PlayStation. It's actually the final installment in the four-part Compilation of Final Fantasy VII series, which also included the Advent Children DVD/UMD. The all-new Crisis Core storyline centres around a character called Zack who returned to the Lifestream some time before the events of FFVII, and promises to reveal more secrets about the behind-the-scenes skullduggery of Shinra.
That's about all we've got for now, more as and when Square Enix drip feeds it to us
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May 11th, 2006, 23:07 Posted By: wraggster
Via GiBiz
SCEI president Ken Kutaragi has declared it will be up to consumers to decide whether the PS3 is worth the asking price - as they did when the original PlayStation was released.
In an interview with the Nihon Keizai Shimbun, Kutaragi said: "Price setting is always a headache for us. No game machines are comparable to the PS3, which is neither a genuine game console, home electronics [product] nor a personal computer. It is a new kind of product."
The PS3 is set to launch globally this November, priced at USD 499 / EURO 499 for the 20GB version or USD 599 / EURO 599 for the 60GB model.
According to Kutaragi, it will be "consumers who decide whether it's expensive or cheap. If a product offers charm, then buyers will be convinced."
Kutaragi then referred to the original PlayStation, which launched in December 1994 with a price tag of YEN 39,800 (EURO 280).
"With Nintendo's 16-bit machine selling for about YEN 12,000 (EURO 85) at that time, the media criticised us for priciness - but it became an explosive hit."
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May 11th, 2006, 23:06 Posted By: wraggster
Via GIBiz
Following confusion over the technical specifications of the two versions of the PS3 Sony plans to launch, SCEA president Kaz Hirai has confirmed that the 20GB model will not feature HDMI output or data card inputs.
In an interview with CNN Money, Hirai said: "We felt that if you want to save something on your Memory Stick, most people have those readers on their PC, which is easily adaptable to the PlayStation 3 with a USB cord."
"The only difference is HDMI - and at this point, I don't think many people's TV's have that. The ultimate result, to my eyes anyway, is there's not a discernable difference between what you get between HDMI and other forms of high definition."
There is still some confusion over whether the 20GB PS3 will feature wi-fi functionality - according to a spec sheet issued by Sony, it will only be incorporated into the 60GB model. Neither Hirai's comments nor those made earlier by Sony Worldwide Studios president Phil Harrison have cleared up the issue.
Hirai went on to defend the price point for the PS3, which will retail for USD 599 / EURO 599 for the 60GB version and USD 599 / EURO 599 for the 20GB model. He dismissed suggestions that the price is too high, stating: "I think when you look at what we put into the box - Cell, Blu-Ray, backwards compatibility, the ability to go online - I think it's a very compelling package for consumers. The totality of what we bring to the table makes it a good value for consumers."
"What we're presenting to consumers is future-proofed. It's not going to fall by the wayside," he added.
Hirai went on to say that he is confident Sony will meet its targets of shipping four million PS3s around the globe by the end of the year, with a further two million to follow by April.
"We have the advantage of manufacturing our own chips. Most of the PlayStation 3's core components are manufactured in-house. The decision to give the go order comes when we're getting good yields."
"Obviously, the sooner the better, but we're not at the mercy of someone else."
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May 11th, 2006, 23:02 Posted By: wraggster
Via GiBiz
Following the announcement that Sony plans to launch two versions of the PS3, Phil Harrison has denied reports that the 20GB model will feature lower technical specs than the 60GB version.
"What we should be clear about is that the functionality is identical in both machines. There is no difference in what the machine does," he told BBC News.
Confusion arose after Sony Japan issued a spec sheet which appeared to indicate that the 20GB PS3 would not feature Wi-Fi, HDMI output or inputs for data storage cards. But according to Harrison, both versions will support high definition output: "It's just that the technical method of extracting audio and video from the devices is slightly different."
He went on to defend Sony's decision to launch two versions of the console by highlighting the importance of consumer choice. "Some people might be interested in the PS3 primarily and exclusively as a games system, whereas other users might look at it as a multimedia hub in the home, which is games and music and movies and other digital content." Harrison said that he personally would purchase the 60GB model.
The PS3 will launch worldwide this November - a year after the arrival of the Xbox 360. At Microsoft's pre-E3 press conference Bill Gates said the company expects to have sold 10 million consoles by then, giving it a healthy head start over Sony. But Harrison is not convinced, stating: "I doubt they will achieve that."
He is also doubtful that Microsoft will be able secure a position as market leader once Sony's new console arrives: "I think the clear advantages of the PS3 will mean that this product is very well accepted in the marketplace. We have a great brand and fantastically loyal consumers."
The PS3 will launch in Japan on November 11 and the US and Europe on November 17, priced at EURO 499 for the 20GB version and EURO 599 for the 60GB model.
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May 11th, 2006, 17:41 Posted By: Raydar
To all those who have supported me with my last PSMoz release, thankyou. I have compiled a new version of the sound file at the core of the PSMoz package.
The sound is now clearer, if you turn up the PSP volume you won't hear the static as with the previous release. This should be much more effective against Mosquitos. I think that the sound is now loud enough to be effective.
I have also added a document file explaining the theory behind the "Mosquito Noise".
RAYDAR 
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May 11th, 2006, 16:09 Posted By: shadowprophet
As you may or may not know not long ago a bible was released for the psp.
Well it seems theres a new version out, this one is the king james version.
Heres a little bit of the readme.
Terms of Use
Copyright (C) 2006 Patrick Boyd
This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
About this Bible
Well this particular project stemmed from finding the HyperText KJV Bible on the Internet and discovering it worked alright on the PSP. Recently (as of the creation date of this), however, the support website disappeared from the Internet. I got to looking at the code and noticed the text was part of the Public Domain and set forth to reformat it to run on the PSP a bit better (IE less scrolling, going straight to a verse, etc). It is my hope this will help others in studying God's Word.
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May 11th, 2006, 07:45 Posted By: wraggster
Heres another new press release:
Konami Digital Entertainment GmbH has announced two new additions to the popular Coded ArmsTM series. Coded Arms Assault will see the gun-toting range blasting on to PLAYSTATION®3, while the franchise will also return to its PSPTM (PlayStation®Portable) roots in the form of Coded Arms Contagion (Working Title) with a wealth of innovative additions.
Coded Arms Assault for the PLAYSTATION®3 casts players as a hacker entering a virtual world in an attempt to overthrow an evil corporation bent on world chaos. Set in cyberspace, players take on fearsome enemies, unleash deadly viruses and download new weapons as they fight to bring down this new threat. Powered by the Unreal Engine 3, Coded Arms Assault lets players unleash unprecedented destruction on the game's breathtaking environments, using explosions to send deadly debris flying towards their opponents and strategically using high-powered weaponry to shoot out enemy cover. The entire campaign mode of the game can be played online co-operatively with up to four players.
Boasting support for large-scale online combat, Coded Arms Assault lets up to 16 players go head-to-head in the game's multi-player-specific environments. In several team or individual play modes, gamers will also be able to utilise land and air-based vehicles for extra speed and power, and unlock additional multi-player content by achieving different conditions of play.
Coded Arms Contagion continues the series' tradition of outstanding handheld first person shooting action for the PSPTM. The game thrusts players into a new cybernetic crisis where they must use their hacking abilities and an arsenal of high-powered weaponry to survive. As a lone security agent, players will return to A.I.D.A. (a virtual reality military training program), to prevent cyber-terrorists from taking control of the program and gaining access to classified military information. Across a variety of enclosed and open-air levels, players will take on original enemies with an all-new selection of firearms and explosives that lets them counter the terrorist menace with more firepower than ever before.
Expanding upon the acclaimed multiplayer modes of the series' debut on the PSP system, Coded Arms Contagion supports online and wireless local play for up to eight players. Across a selection of new environments, players will also be invited to go head-to-head or form teams in several different gameplay modes that highlight the game's fast paced action and customisable controls to create the ultimate portable online shooting experience.
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May 11th, 2006, 07:44 Posted By: wraggster
Another Press Release:
Konami Digital Entertainment GmbH today announced Hellboy (working title) for the PLAYSTATION®3, Xbox 360TM, PSPTM (PlayStation®Portable) and mobile phones.
Based on the acclaimed comic book series from Dark Horse Comics, the game lets players unleash Hellboy's supernatural strength as they smash, crush and demolish their way through over six unique locations that boast fully destructible environments as they attempt to thwart an evil supernatural plot.
Drawing players into the vibrant and detailed world created by comic book legend Mike Mignola, Hellboy lets players step into the muscle bound frame of Hellboy, a hulking crimson-skinned warrior of supernatural creation. On the trail of a crazed witch, Hellboy uncovers a fiendish plot for world domination and must rush to defeat the crazed Hermann von Klempt before he can exert his evil will on a hapless world.
Hellboy offers players a visceral tactical brawling experience, letting them unleash the hero's Right Hand of Doom on wave after wave of enemies. Using a detailed context-sensitive fighting system, players can choose to charge up Hellboy's strikes for added power or use his speed and agility to unleash a rapid fire combination of blows on opponents. They can also grapple with enemies, attacking them from close or even using them as weapons to keep other attackers at bay.
Boasting detailed and expansive environments with advanced lighting and texturing techniques, the levels in Hellboy are also highly destructible, adding another level of strategy to the game's bare knuckled action while bringing the character's untamed power to life. When confronted with a large group of enemies, players can choose to smash a wall to create smaller, more manageable groups and even pick up the rubble to use as a weapon. Hellboy also lets players experience the game co-operatively with two players taking on the roles of characters from the Hellboy universe such as Abe Sapien and Liz Sherman.
"Hellboy unleashes the raw power of the comic book icon with devastating hand to hand combat, an intricate grappling system and fully destructible environments", said Hans-Joachim Amann, Head of European Product Management for Konami Digital Entertainment GmbH. "Followers of the comic book and movie will delight at controlling the sheer power their favourite sharp tongued hero offers, while fans of action games will immediately be drawn into the game's spectacular graphics and intuitive yet strategic gameplay."
Developed by Krome Studios for PLAYSTATION 3, Xbox 360, PSPTM, Hellboy is planned for release in 2007. A mobile phone version will also be released in 2007, with further details to follow.
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May 11th, 2006, 07:43 Posted By: wraggster
Another Press release:
Konami Digital Entertainment GmbH has used the E3 gaming expo in Los Angeles to take the wraps off two new iterations of the ever-popular Bomberman® series. Bomberman® will be released for PSPTM (PlayStation®Portable), with Bomberman Act: Zero bringing the series' explosive fun to Xbox 360.
Bomberman marks the debut of the bomb-toting hero on the PSP system with classic gameplay and a wealth of new handheld gaming twists. An ominous black shadow is creeping towards Bomberman's planet, and sudden attacks by a mysterious robot army have brain-washed the inhabitants of surrounding planets, creating mass chaos. Now Bomberman must embark on an intergalactic adventure to stop this evil menace and save his planet.
Bomberman brings a classic selection of characters and environments to life in full 3D with a variety of different play modes. 'Normal' mode offers single-player Bomberman adventures, complete with a new story and 100 levels and a new item stock system that allows for the collection and strategic use of items.
'Classic' mode is based on the original Bomberman gameplay and features over 50 different levels of explosive fun. Multi-player battle mode allows up to four players to fight for survival in a variety of highly customisable game types across 20 different stages via wireless ad hoc play. Similarly, game sharing lets up to four players battle together in timeless multiplayer party modes with just one UMD.
BOMBERMAN Act: Zero for the Xbox 360 redefines the series for the next generation with breathtaking high resolution graphics and all-new gameplay elements. Deep within an experimental underground facility in a bleak alternate future, humans are imprisoned as test subjects and trained to become deadly soldiers. Equipped with armoured battle suits, players must fight for survival and eliminate each other to determine who will become the final human weapon. As Bomberman, your objective is simple: destroy your opponents before they destroy you.
Players are challenged to survive through 99 stages as they try to escape this failing experiment and reach the surface. As they progress through the corridors of the facility, it will be a scramble for hidden items such as the program extension chip needed to strengthen their armour or other powerful ability enhancements. Up to eight players can battle for survival online in classic multiplayer action through Xbox Live® and earn points to become the ultimate weapon on the World Rankings. Online players can also customise their character from a wide variety of visual options, including gender, colour and armour type.
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May 11th, 2006, 07:42 Posted By: wraggster
Heres the press release:
Konami Digital Entertainment GmbH has today announced Silent Hill Origins (working title) for PSPTM (PlayStation®Portable).
The first handheld title in the legendary horror series, Silent Hill Origins uses the PSPTM to tell an original story with disturbing graphics and all-new gameplay elements. The game's narrative reveals the origins that transformed Silent Hill from a sleepy town to a hellish stronghold of terror and introduces several new characters to the franchise.
Silent Hill Origins follows a solitary truck driver stranded in Silent Hill while making an ordinary trip. Confronted by perversions of his imagination that mirror his troubled past, he must escape from the town as it falls into ruin and also uncover the truth behind the hallucinations that have haunted him for so long.
The game introduces several gameplay mechanics that are new to the franchise and provide the player with an enhanced sensation of isolation as they make their way through the desolate streets of Silent Hill. Key to this is a new barricade system that lets players manipulate the environment to impede the progress of pursuing enemies, using furniture and debris to create a sanctuary from the evil that lurks outside. Players can also utilise an enhanced camera designed with the PSPTM in mind, as well as an updated control scheme for improved combat and more detailed exploration of the environment. Fans of the series will also revel in Silent Hill Origins' original soundtrack by series composer Akira Yamaoka.
"Silent Hill Origins delivers all the terrifying moments, gruesome enemies and memorable characters and story-telling the series is known for on to a handheld gaming system", said Hans-Joachim Amann, Head of European Product Management for Konami Digital Entertainment GmbH. "Players can now experience greater freedom with the game's enhanced combat and barricade systems and also learn how the chilling events of later Silent Hill games were set in motion."
Scheduled to launch this Winter, Silent Hill Origins is developed by Climax and will be on display at Konami's booth (#800) at the Electronic Entertainment Expo May 10th-12th, 2006.
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May 11th, 2006, 07:40 Posted By: wraggster
Raf and the PSP Radio Team have released a new version of the Links Homebrew web browser:
Heres whats new:
- Now screenshot directory is created by default. Also filenames now say links_..png instead of pspradio_...png
- Now it won't load network modules if f/w version is 2.0+ (hope this allows it to work via eLoader).
- Added download directory configuration for AVC MP4 files. Added support for 'other' download directory.
- OpenSSL ported to the PSP. Links now links against it to provide SSL support.
- Updated to version 2.1-pre21.
- L+ UP/DOWN/LEFT/RIGHT now scrolls the screen in those directions.
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May 11th, 2006, 07:35 Posted By: wraggster
The Triple Triad Team (Sakya, Peoplechamp, Nedra, Leviadragon and SephZero) have released a new version of their clone of the card game from Final Fantasy VIII, heres whats featured in this release:
- Added sound when changing options in the menu.
- Card sets are now multilingual.
- Updated the card images.
- Corrected scoring (now begins at 5-55).
- Faster animations.
- Added option to quickly select level.
- Added option to quickly select card sets.
- Changed some sounds and increased the volume.
- Added French translation (thanks to Hydra), Spanish and Catalan (thanks to Crackiron).
- Added music to the main menu (thanks to Lemuriamu).
- Added the credits.
- Pressing O returns to the previous menu (instead of the main menu).
- Added transitional animations to the menu.
- Corrected some mistakes in the card sets.
- Added a small hand (cursor)? during entry.
- Changing options now has an immediate effect.
- Quick-entry options are saved (level/card set selection).
- Added in-game menu (press start during play).
- Added help on how to play.
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May 11th, 2006, 01:53 Posted By: wraggster
Via IGN:
Sony Computer Entertainment's first console is coming roaring back, this time in portable form. SCE announced earlier that it would be featuring downloadable PS1 games for its PlayStation portable system, and in a test station here on the show floor, the company showed off Namco's PS1 game Ridge Racer playable on the portable.
Ridge Racer was a good choice to show on PSP, because it's one of the most visually-impressive and yet simple to control games on the PlayStation 1. And "simple to control" is key here, because several questions are still left unanswered with this demo. Chiefly, how will PSP cope with the lack of a second set of trigger buttons? It's possible that SCE and developers may be able to map one set of the triggers to the D-Pad when using the analog nub, but since the Ridge Racer demo didn't use both buttons, it's unknown how that'll work. In fact, it's unknown in general how emulation interfacing will work -- as demonstrated by the Pre-E3 demo by SCE, the PS1 demos on PSP boot straight to the game after download (although it's possible that there will be an option outside of the boot menu before the game starts.) Once in the PS1 game, it's a PS1 game -- the select and start buttons do what they did on PS1, and the only buttons that you can interface PSP-style are the volume, screen, and home buttons. Games made for the emulator from PS1 will be carefully remapped to the PSP controller to make the most of the system. On the start menu, when you go to controller options, you see the ancient PS1 white controller, pre-DualShock. Interestingly enough, the analog nub didn't work at all in the demo -- we're not sure if this is because the real PS1 game didn't have analog (although that should be an easy thing to cheat onto the stick), or because we were not able to find the analog switch-on feature, or if the feature is just not implemented yet.
Whatever the control system, the emulation was clear and nice. Framerate was not at all a problem for the advanced little portable, running Ridge Racer at full speed. Textures were sharp, possibly with some texture smoothing (road signs were perfectly readable.) The boxy textures of the old system were not nearly as much an issue as we expected, with flag girl Reiko looking like a dream all these years later. Color depth was incredibly rich thanks to the PSP's mondo screen, and aside from some graininess (which may be inherent in the PS1 original ... it's been a while since we've played this oldie), the game looked colorful and speedy. Using the PSP's screen button, you can change the aspect ratio while still at full play, between PS1 res, full res (scaled up to the PSP's boarders but not stretched beyond that), and widescreen (a full stretch to widescreen.) The full res option was probably the best way to play, with little issue in blowing up these low-res textures since the screen is so small; widescreen, meanwhile, should probably be avoided, since it stretches things obscenely, makes text look soft, and overall loses the good look of the emulated game.
Ridge Racer was the only game playable in PS1 emulation on PSP, so we still have a lot of questions and concerns for the feature, but as far as performance, the PSP looks to have no problem running its forerunner. Look for more PS1-to-PSP emulation soon.
True Emulation fans will also remember that Ridge Racer ran on the PSone Emulator for PC Called PSEmu pro and the size of the rom was only 2.5mb.
Interesting times ahead for this new commercial emulator - Unless someone ports a killer PSOne emulator to the PSP
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May 10th, 2006, 23:34 Posted By: wraggster
Heres a new Lua Game for the PSP, heres the info:
Ok, im releasing my first ever game its in lua thanks to evil mana(psp millionaire) for the tutorials.
Its a simple and yet fairly hard game, you basically shoot the ducks as the run down the screen away for you. Sounds easy till the speed goes up.
Info from the readme
Controls;
up is up (d pad only)
down is down (d pad only)
right is right (d pad only)
left is left (d pad only)
cross(X) is shoot
start is only used at the begining (to begin the game)
select is only used after the game has finished (to restart the game)
The rest of the buttons have no other uses yet
This is my first programme ever (well first one worth releasing) so there may be a few bugs the known ones are;
No way of quiting the game without exiting the luaplayer
No pause button (i will add this when i find out how too)
The pics become blury when the speed goes high
Only 30 ducks to kill (more will be added if this game is popular)
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via joadastud
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May 10th, 2006, 23:29 Posted By: wraggster
Alatnat posted this news:
<blockquote>BEHOLD!!! gmax2psp!!! A maxscript that you can use to create 3D models for the psp with out the hassle of manualy codeing in the model.
To use this maxscript:
1. Start gmax.
2. Click on the Utilities Tab thats at the left of the screen. The Utilities tab has a picture of a hammer.
3. Click the MAXscript button. Its at the end of the list.
4. Important, you must click the Open Listener button. If you dont, then the script will not be able to convert the models for the psp.
5. Click Run Script and open gmax2psp.ms file, where ever you have extracted it.
6. Click and select gmax2psp under the Utilities dropdown box.
7. Click Export Lua Structure to convert the models to lua.
8. open the program GrabListener.exe that is included in the compressed file. The GrabListener program copies everything that is in the listener to a file.
Guidelines to gmax2psp 3D modeling:
1. Every Model you want to show in lua code, MUST be linked to a model named frame. The frame model can be anything but MUST have the name of frame.
**More Guidelines to come in future versions**
You can get gmax at turbosquid.com. Click here.
Gmax does require an account on turbosquid.com, but you dont have to worry about it because they are free. Gmax is FREE!!!
This is only the first version of gmax2psp, so dont get all disapointed that it's stupid. I am going to be enhancing this script over time and will have the script to be able to support multimaterial objects or objects that have faces that are a different color and C\C++ code.</blockquote>
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